OpenGL 3D Game Tutorial 20: Mipmapping

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LWJGL tutorial series on how to create a 3D Java game with OpenGL!

This week we're doing mipmapping!

Models and Textures:

End of video music- Kai Engel, "Waking Stars":
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I was going to skip this one, but I saw it was only 5 minutes.

It was probably worth the 250% fps increase. :p

MC-pgmw
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Very clear explanation of how it works. Things get much easier to figure out when you can actually see them working. Cool video!

zenitpro
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Didn't know about the LOD_BIOS setting, thanks for informing!

PixelizeSoftwares
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I have been watching these videos for about a week now. Loving it. Excited to see where this series and future series' goes.

hateprophet
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Thanks for the tutorial!  I can't wait for next weeks, I cant stop thinking about it!

guy
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The best explanation that I've have seen about that. Tks :)

rafael_madureira
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If you ever received a dislike it just shows that someone gave up but i will never so likes all the way and hopefully donate as well to help you

MohammedPlaysMC
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Short and sweet, but a nice improvement and very well explained.

NeilRoy
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Hey ThinMatrix, I cant wait until the collision detection episode, could you please tell me where learned how to generate AABBs, I have a box class I created, but I am not sure how to find the highest and lowest of the coordinates on a model.  Thanks!

guy
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May be short, but another good tutorial.

carlosvelasco
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Although short this seems very important and I'm glad you covered it!

I had a question sort of not related to this video but I thought I'd try. I was going to ask you if you'd cover shadows but then I noticed you don't even have shadows in your game.

I figure you could just do it by taking a vector between an object and a light source and if it there's another entity between them just render with no light, though I suppose you'd also need to sort entities to render from furthest from the light source to closest.

Or am I over simplifying this?

AdelaarGD
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If a have a large obj that I want to import and it has multiple textures, how should I do it? Do I need to make all the textures one image or could I modify the code?

gregorysaldanha
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I thought that implementing mipmap was going to be way harder than this.

dronicx
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Can you help me, my window is black.
it only works,  if i wirte
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, 0,

-._
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my models flicker in the distance, it looks like some stuff is showing through others, any ideas on how to fix?

elgentidwell
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Can u please make a tutorial on 2d overlay like GUI and how to convert between different coordinates, like world to screen and back.

JohnSmith-qrfx
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Hi, I have been reading about Mipmapping and there is one thing that irritates me. Since you are using the slick-TextureLoader I guess you do not have to worry about glTexImage2D settings. However the question is, how do you get control over how many Mipmaps you want to generate? I understand that you can also write your own TextureLoader to handle this.
Your Tutorials are really nice, keep up the good work

LuckyPhenixTV
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was just playing around in the game, and I found out that when you rotate the rendered objects' pixels flicker and are being messed up, I messed around with the float value in the mipmap, but it didn't fix anything, got a solution?

MineCoderz
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hey ThinMatrix i am wondering if you can give a tutorial on how to deform a terrain in game. I have implemented the terrain bipmap so i use a hieghtmap but now i want to b able to do it also in game for like terrain destruction. Thank you.

Jacob_Mango
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how can I set up for entities to only be rendered when not the exact color of the sky/fog so pretty much when they go a certain distance from the player and if there not in the view of the camera thanks for all the videos all the videos ahead sound amazing can't wait

harleyracer