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)
Comments 2
cool! whats up with the clouds tho?
That looks sick!!
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