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First
Ответить4th
ОтветитьThanks for video! awesome channel =)
ОтветитьIs it possible you could give me a really optimized version of water as I want to add it to my game but my PC cant handle your one maybe something similar to equinox. :D - Also does texture atlasing work with the new method you made for the models.
ОтветитьMaking graphics looks fun
Ответитьyou are a genius! I can't wait to see how you implement Gaussian blur!
ОтветитьI actually wanted to suggest to cover this topic, but it seems like you read my mind ;)
ОтветитьReminds me of Hess's law for some reason lol
Ответитьthe colour texture returns a nullpointer for me :/ maybe you know whats wrong :)
ОтветитьI always watch 10% of your videos and then I stop because I don't understand anything, but somehow I find some of it interesting, so I was wondering how hard is it to learn java and is it a good option for games development?
ОтветитьI vote up for Bloom Postprocessing. Aye!
ОтветитьHi! Could you please show me how you click and pick up objects in scene? In 30 tutorial we just created a ray and move object on the terrain, but I need to detect collision with object out of terrain.
ОтветитьI like your "depth buffer" xD
ОтветитьWhen are you going to start making episodes on multiplayer support?
ОтветитьHello Thin,
i want to ask you how did you do all the Blend and Height Maps in Socuwan just painting them with an plan in your mind in Phtoshop or gimp or do you have an Programm for that something a little bit easier then just drawing them ?
Can you do a house Tour? ( ͡° ͜ʖ ͡°)
ОтветитьIt would be super cool to see a Borealis Effect (northern lights), or some Aurora in the skybox.
ОтветитьVery Nice! You just keep bringing it, "Do your thang!!!". 8P
ОтветитьHey Karl, I asked in the video before, I understand your time is valueable, but it's really important to me. Where did you buy that desk? :D
ОтветитьIs it fair to say that post processing is a technique for applying some common effect to all of the textures in the scene. For example, when implementing fog we had to repeat the same technique in the the terrain shader and the entity shader. Had we implemented fog in post processing it would only been necessary to implement once on the fbo.
Ответить+ThinMatrix Did you hear about vulkan and that it is ported into LWJGL 3. What do you think about it? Will you do any kind of tutorials on that api in the future?
Ответить+ThinMatrix I now completed Tutorial 36 of this series (particles), but after I implemented the new render method, I can't rescale the particles anymore, I don't know, what I'm doing wrong..
Everything else works, except for the scale..
Please help me out, because i love particles but I have no idea, how to fix this box :(
If you need my code, then I'll send you a dropbox link
+ThinMatrix Whenever I run the program, no errors show up, but the screen is just black. My contrast settings in the shader are the same as yours!
Ответитьmy shader is rendering, but the texture is missing.
how can i fix that? everything is black.
+ThinMatrix for some reason when I do my post processing my particles cease to render? What could cause this?
ОтветитьIn the ContrastShader.java there was "src" missing in the VERTEX_FILE and the FRAGMENT_FILE
Ответитьlol, i wrote "pubic void"
ОтветитьI can not understand why we clear all if when you click on the cross on the display application is closed and all?
Ответитьmine just makes my screen really white?
ОтветитьIt should say (1.0 * contrast) not (1.0 + contrast). Contrast is a value between 0-100 or 0 - 1.0 normalized. Therefore, you can't add to a contrast of 1.0, you must scale it. It is acceptable (I suppose) to over-saturate an image with a contrast greater than 1.0 , so in your example you would use 1.3 as your multiplier. This might sound trivial but it can play an important role later if trying to lower the contrast of a scene to simulate a night environment.
ОтветитьWhat about when you resize the screen?
Ответитьyou can make shadow postprocessing effect to have nearly no impact on RENDER thread
ОтветитьWhat worked for me for Black Screen FBO bug was moving
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear the framebuffer
From the beginnig/ending of main game loop to inside of rendering,
between BindFBO and UnbingFBO.
Getting a weird issue where what I get on the screen seems to be a tiny slice of my scene with flat lighting. Without using the fbo it renders fine but not after.
ОтветитьFor some reason I can't move around anymore once I enable the post processing pipeline
Animations don't work either
Can someone tell me why this could be?