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🎉 CUPOM BOOMVGA10 Ativou novamente
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Excellent and thorough analysis. I’d be interested in asking the source a question though. Specifically, did this person consider the possibility that the video could have been programmed directly with OpenGL4? I’m wondering because I could do that, and the leading sine waves ahead of the orbs are indicative of a calculated path which could show up when color changes are made to a source video. Hope it’s not the case, but trying to eliminate all possible alternatives.
Back to perf testing real-time #volumetric#planetary#clouds - on my 3080 with good old OpenGL4, for a true-to-scale planet (6370km) [Personal Project]. The terrain/water are kinda broken atm and alone still cost 20 ms (close to ground).
#graphics#GPU#planets
If someone wanted to get into computer graphics today, on a low budget, should they learn openGLES/webGL, openGL4, Vulkan, or some high level engine like unity/etc?
I've even used some opengl4 stuff that's not available on webgl but couldn't mantain a solid 60fps once I pass 20entities at full resolution, and around 32 at half resolution with an RTX2070S. So... pretty much the same ceilings that the three-raymarcher webgl module has.
Finished the F# port of OpenGL functions from 1.0 to 3.3 meaning I support the baseline of functionality an OpenGL application should expect to have available to it
So so so so so much code was written
Whenever I get around to porting OpenGL4 I will write automation for this
I am very thankful for the Vulkan implementation you have done, from which I could learn and use it, otherwise it is mostly OpenGL4 and D3D11 for me and many others.
PBR Rendering using Cook-Torrance BRDF Underwater Post Processing.
I made a simple underwater PP effect, if you have some good resources, feel free to dm me !
PBR Tutorial : typhomnt.github.io/pbr_intro…#OpenGL#OpenGL4