NVIDIA - Unlocking GPU Intrinsics in HLSL.Animate Anyone: Consistent and Controllable Image-to-Video Synthesis for Character Animation.A Guide to ARM64 / AArch64 Assembly on Linux with Shellcodes and Cryptography.Climate at a Glance - Global Time Series.GaussianAvatars: Photorealistic Head Avatars with Rigged 3D Gaussians.NVIDIA Vulkan 1.3.271 developer driver 538.03.OpenGL Extensions Viewer 6.4.9 released.NVIDIA GeForce driver 546.33 Game Ready.NVIDIA Vulkan 1.3.273 developer driver 538.09.GeForce Experience doesn't record the Windows Desktop.You can find other details HERE.Īnd don’t forget id Software version of Wolf3D for iPhone. More details and source code download of this iPhone / OpenGL ES engine HERE. Vec3 matTextColor = texture2D(s_specularMap, v_texcoord).rgb SpecularFactor = max(0.0,pow(dot(halfVec,v_normal),materialShininess)) LamberFactor = max(0.0,dot(lightVec, v_normal) ) SpecularFactor = max(0.0,pow(dot(halfVec,bump),materialShininess)) LamberFactor = max(0.0,dot(lightVec, bump) ) Here is a code snippet of the uber-shader used inīump = texture2D(s_bumpMap, v_texcoord).rgb * 2.0 - 1.0 Final shaders for rendering are generated during the execution and are cached. The uber-shader contains the code for different kind of materials delimited by some #idef. dEngine uses an uber-shader to reduce branching in the fragment shader. Most of the OpenGL ES and shader management code is localized in the renderer_prog.c file. This engine called dEngine (again a simple choice!) can be seen as a good introduction of OpenGL ES programming for iPhone. Fabien Sanglard, a canadian coder (I must say I like his website, simple and neat!), has released the source code of an OpenGL ES rendering engine he wrote back in 2009.
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