For the longest time I've struggled with how I wanted to handle materials in my graphics framework. When searching around for existing solutions I found basically two things.
A: Shaders with strict inputs:
A single shader that had specific inputs that were textures, floats, etc etc.
B: Node based shad…
A: Shaders with strict inputs:
A single shader that had specific inputs that were textures, floats, etc etc.
B: Node based shad…
Over the past couple of days I wanted to try out order independent transparency. AMD showed it off in their "Mecha Demo". And with a little help from here I was able to get it functioning in my own graphics framework.
In Cyril's blog he uses some bindless buffer extensions from NVidia. In my impleme…
In Cyril's blog he uses some bindless buffer extensions from NVidia. In my impleme…
I thought I'd share some thoughts on two features I wished C++ had, tell me what you think.
Identifier Template Parameters
I'd really like to be able to take an identifier token as a template parameter, similar to a macro but it could only accept a single identifier.
You could use it somewhat like thi…
Identifier Template Parameters
I'd really like to be able to take an identifier token as a template parameter, similar to a macro but it could only accept a single identifier.
You could use it somewhat like thi…
So I've been contemplating a good way to manage assets used by my game and so far I've been losing the mental battle.
My current idea is a custom smart pointer much like shared_ptr, in addition to reference counting it keeps track of which files have been loaded and simply returns a reference if its…
My current idea is a custom smart pointer much like shared_ptr, in addition to reference counting it keeps track of which files have been loaded and simply returns a reference if its…
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