Rezultati pretraživanja
  1. 8. pro 2019.
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  2. 1. velj

    Have you ever dreamt of an easy way to debug your ?. Well, here you are, a new library to include in your projects to debug your and shaders. It will be included in ide soon, yay!

  3. 31. sij

    Has anyone here actually benefitted from using semantics in day-to-day or hobbyist graphics work? I understand why they exist, but I still can't imagine a use case for semantics that solves an actual problem encountered in GLSL or other shader languages.

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  4. 31. sij

    Hi I just startet your great tutorial series and have an issue with the toon shader.. also, whats the best way to discuss issues like this?

  5. 30. sij

    There are two, first-class blogs written about Vulkan 1.2 available now: HLSL as a First Class Vulkan Shading Language Vulkan Timeline Semaphores

  6. 28. sij

    Finally I finished scripting the cutscenes for the main story in Chapter 1 for my first game the Visual novel "William's Ordeal", expect to see an announcment for its open Alpha soon!

  7. 26. sij

    GPGPUに初挑戦、! 最近ファンが回りすぎてて、MacBook Pro から GeForce搭載Windowsに乗り換えか?と思ってたけど、まだがんばってくれそう。 でやり続けるか、 とかから入って へ移行とか、 学んで へ移行とか、いろいろ選択肢あるけどどうしよう

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  8. 24. sij

    I uploaded this video to YouTube 10 years ago, how time flies! MGMT - Electric Feel [Milkdrop2.0 Demo]

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  9. 22. sij

    I've written the HLSL compiler for ShaderDebugger. There are some small bugs that I need to fix though. There's not much that I can show now since I have to implement the HLSL "library". But that's pretty much all that I need to do.

  10. 15. sij
  11. 7. sij

    Created an outline shader for a simple scene. This shader could be used to highlight areas or visualize special abilities. # @ Enschede, Netherlands

  12. 27. pro 2019.

    To meet the requirements for effects in , we had to combine several shaders: Skeleton Lit, Skeleton Fill and Tint Black. Too many buffers, but hey, it works!

  13. 24. pro 2019.

    Happy Christmas Eve! I made a worm type germ today! I used a simple capsule and deformed it :) Still need to figure out how to make the cell division look right... 🤔

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  14. 24. pro 2019.
  15. 23. pro 2019.

    Box Projectionで屋内シーンの反射による映り込みの品質を向上する という記事を書きました! ▶️ カメラの位置を考慮して、Cubemapの映り込みの位置を正しく補正する手法です。 設定が簡単なわりに、劇的に見た目のリッチ感UPできるのでオススメです!

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  16. 17. pro 2019.

    モバイルでも動く!風に揺れる布シェーダー(解析的な法線導出)という記事を書きました! こんな感じのシェーダーをGPU負荷を抑えて、軽量に実装する秘訣について解説しました! ▶️

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  17. 14. pro 2019.
  18. 13. pro 2019.

    Posted my Editor for up on - Nothing feature heavy, but can tinker with it here and there to add more. Enjoy -

  19. 12. pro 2019.

    Was working on some shaders for and made a quick editor for it. Nothing extensive, but gets the job done for messing with 2D shaders.

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