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1h 19m 42s logged

And just like that, the next major update is done!

SKYBOXES and other stuff

Here’s a full changelog of the last 3 posts:

  • I wrote a really handy shader compiler to make this update just a bit easier, now it automatically compiles all shaders at once I don’t have to do it one by one
  • I wrote a compositing pass that finally has a use case as can be seen right now. The skybox and the objects are rendered separately to separate images, and the compositing pass combines them and renders them to the screen together. Might sound simple, and I have to admit if I understood Vulkan a bit better it might have been, but right now I’m really proud of myself for it.
  • Of course the headline feature: The Skybox. This is most of what I’ve been working on for the last 3 updates. It’s done in a really cool way. The easy way of doing a skybox is to just render it as one giant object and then bim bam boom there it is, but sadly that has a couple of issues, the largest one is that this is extremely lazy. So I did it the smart way instead. What you’re seeing there is actually a cube a tad bit smaller than the monkey, but it’s rendered in a separate pass, where I only pass the camera’s rotation and not the position, and I also have the depth disabled. I render that to a separate image, use the compositing pass, and there it is, a beautiful, very stable and very professional skybox.
  • I’m almost done rambling, but I have to mention one last feature, and that is the loading of equirectangular images into a cubemap texture. I think I’ve typed enough for this update, but if you care you can look it up or like look at my code.

Next up: 2D rendering

and I have some great ideas for it

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