Media Summary: In this video we take a first pass at solving the In this video, we continue the construction of a flexible shader system by creating a generic renderer-level interface and prepare ... This video continues the implementation of
Kohi 062 Transparency Vulkan Game - Detailed Analysis & Overview
In this video we take a first pass at solving the In this video, we continue the construction of a flexible shader system by creating a generic renderer-level interface and prepare ... This video continues the implementation of In this video, we further extend the lighting system by adding point lights and some debug rendering modes. In this video, we describe and setup uniforms and In this video we make texture maps play a bigger role in the renderer by moving samplers to be held by them. We also make them ...
In this video, we wrap up the shader system, integrate it into the material system, perform some interface simplification and ... In this video, before continuing on, we resolve some long-standing (as well as some new) bugs that have been reported. This video is the first part of a refactor effort to make render views more flexible and configurable. This is a 2-part video, with the ... In this video, we begin the construction of a flexible shader system with an overview and refactoring of the existing material and UI ... In this video we finally draw something to the new UI "layer", or pass, allowing us to visualize the different layers. In this video, we add a Texture System to manage textures as well as a few supporting bits such as a hashtable.
In this video we take another step towards the view system by setting up structures for render targets and configurable ... In this video we implement the beginnings of a camera system, in preparation for the upcoming view system. In this video, we add the ability to load textures from disk. We also hook up the functionality to allow texture swapping on the fly ...