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6h 5m 44s logged

spent like 12h getting the blaze3d renderer to work. long story short, the opengl renderer is a mess and I’m doing pretty much a full rewrite to get it to work on blaze3d. it’s taking extremely long but i’m happy because i’m learning a lot about graphics. the core functionality kinda works but there are all sorts of bugs, and a bunch of features are missing. some of them i probably just won’t be adding back.

the old opengl renderer used a three shader setup:

  • a coverage shader (establishes positions and colors of each cloud cube)
  • a shading shader (recolors each cloud cube based on saturation, sunlight, and other properties)
  • a depth shader (changes the transparency for each pixel based on how many cubes are overlapping)

…wait what, why do you need all that? i assume order-independent transparency? whatever, i’m not doing allat, hopefully a simple cube drawing will work and blaze3d can handle the transparency stuff

right now i have just one fragment shader and one vertex shader, basically the rendering setup possible.

hopefully i don’t need anything else, considering i’m literally drawing just cubes…

p.s. vulkan renderer so cool! performance is a lot better than opengl on my mac

p.p.s cool formula: gl_Position = ProjMat * ViewMat * vec4(pos, 1) (ball knowledge required)

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Comments 2

@kanishkv99

cool! whats up with the clouds tho?

@evansuri20

That looks sick!!