Document Lessons 09 and 10

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