![]() ![]() Analyzing Starfield’s Performance on NVIDIA’s 4090 and AMD’s 7900 XTX.Bard can now connect to your Google apps and services.ASUS Talks about ROG Matrix Platinum RTX 4090 With Liquid Metal Cooling.NVIDIA Vulkan 1.3.263 developer driver 537.63.NVIDIA GeForce 545.84 WHQL Graphics Driver Released.AMD Software: Adrenalin Edition 23.10.2.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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