Rezultati pretraživanja
  1. ✅ Testing a tile map tool editor made using my custom Game Engine. 🚀 Looks promising!

  2. 1. velj

    friends I'm having this issue setting the viewport. The red rect is always x:0 y:0 w: window.width, h: window.height. The viewport is the same. If I don't set it seems like it works, but if I set it and resize the drawn rect doesn't match. Anybody know why?

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  3. 31. sij

    Hello everyone! After a lot of work, here the sixteenth video about the creation of in . Today we'll talk about ! Link: I hope you'll enjoy it!

  4. 31. sij
  5. 30. sij

    I was thinking about using the leap in UVC mode to access image data directly on the Quest. To save time, I have used a Unity Asset : USB Camera for Unity Android from Chaosikaros, and after some / FBO problems, I was able to access the YUY2 image interpretation.

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  6. 30. sij

    Hoy de Hoy Blendy Friends! Now my game has lense flare! Gaze upon the blinding light of next generation graphics... and despair. Running in the Blender Game Engine & all glory to the patrons (listed in the video!)

  7. 29. sij

    Varying the rate of fragment shading to match lens distortion in VR gives a performance boost with almost no visual artefacts. Can't wait for more widespread support from GPU vendors!

  8. 28. sij

    I have both characters in now. You can pick who you want to use and both characters are used in teamwork maps

  9. 28. sij

    Dreamcast OpenGL benchmark program showcasing 7 different ways to render animations. Perf ranges from 7fps to 55fps. (model from )

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  10. Currents by is built for Magic Leap using WebGL and renders hundreds of thousands of particles✨ Using their tools, a WebGL site becomes a native OpenGL app instantly 👏😀 Learn more:

  11. 23. pro 2019.
  12. 14. stu 2019.

    I made a screen-space horizon-based diffuse reflection thingy! Obviously it is cranked all the way to "silly", and it shouldn't be used like this, but who cares :P Around 1ms incl. filtering @ square-ish 1080p on RTX 2080.

  13. 9. stu 2019.

    Also from the same engine: Kill Bill as a roguelike prototype that I abandoned because I got carried away with graphics. Uploaded to reddit a while back

  14. 26. lis 2019.
  15. 18. kol 2019.

    glslをOpenGLに投げずに自分で解釈してレンダリングするpythonコード書いた。左がOpenGLのレンダリング結果。右がnumpyで配列計算させて自力レンダリングした結果です。一緒になるだけですが。

  16. 18. kol 2019.

    My newest 64k intro production "fr-093: Technology" which won the first place at the 2019 Demoparty in Cologne, Germany.

  17. 14. tra 2019.
  18. 3. ožu 2019.
  19. 24. velj 2019.
  20. 15. velj 2019.

    I am so impressed with support for using the wasm-bindgen tools! Just finished implementing a backend to my toy renderer in addition to . This makes it possible to build the same application to both desktop and web!

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