Batch Rendering - Textures

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This whole playlist was solid gold, THANK YOU! My engine is now drawing the entire screen in less than 5 draw calls ... I LOVE IT. Best programming channel on YouTube.

WarrenMarshallBiz
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I really like this new library format he uses to teach a new concept in 15 mins. Great Work!

aayushlamichhane
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Screw this batch rendering stuff I want to know where he got that water bottle

outhous
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I have been trying to figure this out for a CS class for the better part of 3 hours. In 16 minutes you managed to explain and demonstrate it, and my texturing works. Thank you!

joshkovacevich
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4:00 You can have high res images in an atlas by making a 3D texture atlas. I'm working on a game that uses a 3D texture atlas, and I made a function that renders all of the images from separate files into the atlas. It uses collision detection of rectangles to arrange them, then it renders the image pixel by pixel.

ThatJay
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If I remember right some older versions of GLSL don't allow dynamic indexing into uniform arrays, which means you either need a huge multi-if/switch in the frag shader (poor performance) or a whole other renderer to fall back on. Just worth keeping in mind.

donkeysausages
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I've always ended the batch when I needed a new texture. It never occurred to me to send a texture index to the shader and keep the batch going. Smart!

madeso
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You can also use bindless_texture, sparse_texture and these kind of things.

OmarChida
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Кажется я нашёл ответ, почему мне так легко тебя слушать, почему англ речь так просто и понятно воспринимаетсяю Ты просто умничка, спасибо тебе огромное, продолжай в том же духе)

xenonist
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guys, if you encounter an issue where the textures flicker with black strips, and randomly switch between one another, you need to add flat specifier to your related shaders (flat out float v_TexID and flat in float v_TexID) to avoid interpolation.

charlesz
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This is exactly the method I use. I assign a texture ID in the UV vertex data (float3 instead of float2) and then use that to pull from a texture array. This allows me to batch together the same geo with lots of different texture variations. So I can have a bunch of boxes all with different textures and combinations. I prefer texture arrays because you don't suffer from atlas bleeding and you don't have to mess with the UVs.

kevincomerford
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I love this batch rendering stuff, very informative! Its great work and easy to understand without having to write it your self. I can't wait for the last couple of batch rendering videos so we can get back to our game engine series tho!

ultimateskibum
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Несмотря на то, что я русский, слово "Клёля" я слышу первый раз, но кажется я знаю, что ты имеешь ввиду =)
Под этим видосом реально много комментов на русском, тупа нежданчик подъехал. Мб уже на русский перейдёшь, а то уже лет 8 маскируешься, в любом случае я понимаю тебе на 99% и мне норм. Have a good day.

Red-dizb
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Like how the video of the code is all right next to each other.

loganabel
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I LOVE your videos! It's so interesting to learn from your experience and knowledge! Hope, being a patreon supports you enough! :D

cankarkadev
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That hazel logo is just...♥️ Such minimalism, much perfection!

saeenyoda
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Prolly not "Клёля" but "Кроля", derivative from "Кролик" which means rabbit

vitluk
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You get a like, just for the water bottle bit.

neozoan
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Your series is gold <3. Question about texture slots: We have 32 samplerslots in best case. What about sampler2DArray? I think there is no direct limit for textures to stick into them (of course limited by gpu memory). In the shader we can access them by specifing a layer when sampling from the array. Since a sampler2DArray does not obfuscate multiple sampler slots afaik, would it be possible to sample from more than 32 textures ?

DanielMo
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In case someone has diagonal lines in their texture, it is because the width of that texture is not divisible by 4. I had a 225x225 image and couldn't find out why my image was displaying wrong.

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