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Document Lessons 09 and 10
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README.md
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README.md
@@ -98,4 +98,26 @@ advantage of this to only reduce opacity in the unlit blended case; ergo we
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don't need a tint uniform in the light shader.
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don't need a tint uniform in the light shader.
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### Lesson 09: [Animated Scenes With Blended Textures](https://nehe.gamedev.net/tutorial/moving_bitmaps_in_3d_space/17001/) ###
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### Lesson 09: [Animated Scenes With Blended Textures](https://nehe.gamedev.net/tutorial/moving_bitmaps_in_3d_space/17001/) ###
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This lesson draws 50 (or 100 in "twinkle" mode) star particles with random
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colours; animated in a pretty concentric spiral.
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The current implementation instances the sprites using a storage buffer that
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contains each star's model-view matrix and colour, as all 100 stars are drawn
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in a single draw call. The approach used is still far from optimal and is also
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currently bugged on D3D12, so I may end up using a different approach later.
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### Lesson 10: [Loading And Moving Through A 3D World](https://nehe.gamedev.net/tutorial/loading_and_moving_through_a_3d_world/22003/) ###
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### Lesson 10: [Loading And Moving Through A 3D World](https://nehe.gamedev.net/tutorial/loading_and_moving_through_a_3d_world/22003/) ###
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Here it is, the ever infamous 3D world tutorial. Gaze in wonderment at the
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majesty of Mud.bmp as you explore the caverns of presumably the author's face
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processed with dazzling late 90's Photoshop effects, forever embossed in what
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looks to be some kind of granite texture. Step into the driver's seat with your
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computer keyboard as you explore this truly interactive digital Mount Rushmore
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through immersive tank controls.
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This lesson loads the 3D environment from a text file as a triangle list, the
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loader logic is almost identical with the only significant difference being the
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usage of a vertex buffer instead of looping over each triangle within
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`glBegin` & `glEnd`.
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The togglable blending is carried over from the last lesson and lighting is
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dropped, so only two pipeline states are required.
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