Wednesday, May 27, 2015

Wednesday, 27 May 2015

Was reading about some interesting things lately. Voronoi diagrams, Delaunay triangulation, NURBS (Non-uniform rational basis splines) diegetic interface. While all this sounds really smart and intellectual I didn't understand a thing about it. :B

Currently busy trying to make a texture/fragment shader for generating planets instead of me manually drawing each one by hand. It's a pity they taught us Fixed Pipeline instead of Shaders when I studied Computer Graphics 2 or 3 years ago.

Today's progress:

Hand drawn sprite on the left, shader generated on the right. Not much, but more than I had initially expected (i.e. nothing due to procrastination).

Still need to implement anti-aliasing, find a better formula to use than simple sin(x) (this is probably where splines come in) and figure out what's up with the alpha channel.

Well the transparency was an easy one to fix, had to add the Queue = Transparent tag, disable Z-buffer and add Blend mode for SrcAlpha.