Media Summary: This video continues the implementation of 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 continue the construction of a flexible shader system by creating a
Kohi 072 Generic Renderbuffers Vulkan - Detailed Analysis & Overview
This video continues the implementation of 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 continue the construction of a flexible shader system by creating a 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 ... This video takes a first pass at a basic custom In this video we implement the beginnings of a camera system, in preparation for the upcoming view system.
In this video, we add a Texture System to manage textures as well as a few supporting bits such as a hashtable. This video is the second (and last, for now) part of a refactor effort to make render views more flexible and configurable. This is a ... In this video we take a first pass at solving the transparency issue, as well as discuss some other possible resolutions to the ... In this video, we go over specifics regarding images vs textures, and setup In this video, we further extend the lighting system by adding point lights and some debug rendering modes. In this video, we wrap up the shader system, integrate it into the material system, perform some interface simplification and ...
In this video we add the ability to have multiple renderpasses, and take a few small steps toward future pipeline configurability. This video discusses the architecture, design and lifecycle of