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Shaders: How to draw high fidelity graphics with just x and y coordinates

makingsoftware.com

91–93 of 93 posts

Re: Shaders: How to draw high fidelity graphics with just x and y coordinates

#91

Nice article, though the diagram showing [OpenGL] [WebGL] [WebGPU] being built on Vulkan and then from Vulkan to D3D12 and Metal is wrong. WebGL and WebGPU go directly to D3D and Metal, they do not go through Vulkan first Also, Vulkan is labeled as Open Source. It is not open source. The are other mistakes in that area as well. It claims WebGPU is limited to Browsers. It is, not. WebGPU is available as both a C++ (Da…

> DirectX runs on 2 platforms (listed in the aritcle). Which ones?

Re: Shaders: How to draw high fidelity graphics with just x and y coordinates

#92
post #81
post #73

Earlier quoted context omitted.

Don't games make arbitrary drawings using fragment shaders all the time? Clouds, water lava, slime, explosions etc.

They do, but would usually use more detailed geometry instead of doing everything in a fragment shader. For example, water would need geometry matching lakes and rivers, vertex shaders to move the geometry to make waves, and fragment shaders to make it look like water.

[deleted]

Re: Shaders: How to draw high fidelity graphics with just x and y coordinates

#93

I see lots of shader related videos but to me the worst part of GPU code is that the setup is archaic and hard to understand. Does anyone have a good resource for the stages such as: - What kind of data formats do I design to pipe into the GPU? Describe like i'm five texcels, arrays, buffers, etc. - describe the difference between the data formats of traditional 3D workflow and more modern compute shader data formats…

For graphics, there's a Lanterman course: https://www.youtube.com/watch?v=i5yK56XFbrU&list=PLOunECWxEL...
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