Single Shader 2D Renderer | Game Engine series

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1:53 Where you stated in OpenGL switching shaders may not be the biggest thing, In some of the AZDO talks from around 2017-2018 the speakers regularly made the statements that Shader state changes account for some of the most heavy operations in openGL only overshadowed by FrameBuffer state changes. It went something like in order of time taken for a state change. Textures can be mitigated using bindless textures these days and depending on ones GPU bindless VBOs exist if I recall correctly but I have never implemented them yet.

seditt
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Wow that'd be insane to see how all of that works. It also gives people an understanding of other profiling tools and help them improve using them. Also might be helpful to do a dev vlog and then show us what you plan to do on Thursday. Anyway keep up the good work!

vamidicreations
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Another great vid. Is Font/Text far on the horizon? Really looking forward to that

wesleythomas
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oh neat, the old white texture trick.

perfectionbox
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I love how you plan your videos beforehand but still freestyle some parts of them because why not?

hatema
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Creating that uint32_t whiteTextureData in the Renderer2D::Init() was quite bad. Or more specifically: giving it's address forward. Had to chase that bug for a couple of hours. Changed that variable to static. I'm sure it's just temporary thing and it's going to change but gave me a headache :D Anyways, great series!

zeozeozevo
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Love your cpp series. Game engine dev seems like an amazing field, been following for a while and love seeing what you're doing!

Kludgeware
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I'm not really interested in game engine development or game development at all but I still watch the videos cuz it's kind of fun seeing you make progress in the engine :)

ShivamJha
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Great video! :) But can someone tell me why the 2 quad's are black in Release mode? Can't find the problem :(

eroda
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Just discovered your channel and I love it💕😘👽

TijuanaBorderJumper
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Why a few images(png) give the the error "format not supported"?

DRAGON_FullPower
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I've commented about this before, but the call to glTextureSubImage2D() does not work on one of my computers. However, reverting to the old way of calling glBindTexture() and then glTexSubImage2D() works, so I'm glad to finally have a way to get textures to work on that computer. Yay!

Matt
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Hi Cherno, im currently reading OpenGL superbible ...
how can i master the mathematics for games?
any book? article ?

ehsanhajibeigloo
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I am using ImGui's sliderFloat4 to set a float[] of color data for the "single pixel" byte buffer texture at runtime.
Problem:
The sliders are reverse of what I expect.
To reproduce:
First, I load the buffer with a float[] of r, g, b, a as:
r = colors[0] << 24
g = colors[1] << 16
b = colors[2] << 8
a = colors[3]
Then, I set the texture's data with this buffer, as seen in the video.
Results:
Everything works... except the first ImGui slider is Alpha, the second is Blue, third is Green, fourth is Red.
This is the reverse of what I expect. I expect the sliders to be in RGBA order. The sliders are ABGR.
Anyone have any ideas?

dkthehunter
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Shit!!! That sound when you were typing the keyboard. You took LSD before making the vids?

kertzent