Posted 04 February 2012 - 03:00 PM
1. Lighting effects
- Phong, ward, oren-nayar, cell, bumps, gamma, HDR and tone mapping, etc.
2. Material effects
- Leather, plastic, metal, stone, minerals, crystals, etc.
3. Procedural effects
- Noise, sky, water, terrain, textures, etc.
4. Post-process effects
- Film grain, colour filtering, sepia, curves, emboss, edge detection, bloom, heat waves, etc.
5. Transition effects
- Slideins, cross-fade, zoom blur, wave, wiggle, dissolve, etc.
I'm sure there are other categories, but this would be a start towards an expansive shader library. Keep in mind this isn't just a shader dump, but rather each shader will come with the background theory, maths, and a down-to-earth explanation much like you would expect when reading a normal article here. For example, a shader on gamma correction would attempt to illustrate the power law by providing controls that allow the user to manipulate the gamma value to calibrate their monitor to a grayscale card. The article would then explain why that is an important process to maximize the user's gaming experience, giving examples of what a user would see with an uncalibrated monitor vs a calibrated one.
So it boils down to this.
1. Do you think this is worth while?
2. Can DevMaster support this style of interactive learning?
3. Other thoughts or concerns?
Posted 05 February 2012 - 10:42 AM
Posted 05 February 2012 - 02:08 PM
Posted 06 February 2012 - 09:34 AM
By the way we will need to do some kind of FAQ to get webgl running, doesn't work by default on most machines and we don't want a load of posts saying "this doesn't work, you are a bunch of ^*&^**687, I have a $30,000.00 rig and your code doesn't run"
Posted 06 February 2012 - 03:42 PM
There will be a note about system requirements to run the interactive demos along with some error checking and reporting, but I think anyone interested in game dev will need some level of competency.
- "Install the latest drivers for your video card"
- "What's a video card?"
* face palm *
Posted 07 February 2012 - 09:51 AM
You remember the famous tech support call ? Woman complaining her computer didn't work in a power cut?
Posted 12 February 2012 - 03:52 AM
I have attached some screenshots showing the current layout (still a WIP). I'm trying to keep it compact, with the width of the app set to 800 pixels (apparently that's the size of the article section here) and using a tab navigation system (UI is powered by jQuery). You can play with some shader settings, view the source, read the theory, and download the framework + shaders. At some point I'm hoping to see a table of contents with a listing of all the shaders and someone can just click and jump right into it. After they get what they need, the can browse for more.
Dia, the only thing I'm curious about is your policy on using iframes. I didn't want to manage a colossal HTML file with all that stuff in it, but I know iframe's are not considered best web practices, especially for search engines. Let me know your thoughts on that and/or how you want the final package to work out.
Posted 14 February 2012 - 07:49 PM
As you suggested, the preference is not use iframes, but let's see how well it works first with using the HTML directly, then we can look into alternatives if issues arise. If you have something working, we can try it out for the first article.
Posted 27 February 2012 - 07:13 PM
1. Basic Lighting
2. Old Film Effect
There's some text overlap issues in the vertex and fragment shader tabs. This is due to the way Notepad++ exports HTML files. I'm looking for a better solution. Source is downloadable if you're interested in that sort of thing. I haven't had a chance yet to write a high level document for the source, so it's up to your developer intuition and reading comments to figure things out
Any feedback you give will help me finalize this template.
Posted 28 February 2012 - 02:31 PM
Posted 28 February 2012 - 06:03 PM
I had to add a flag to the command line, apparently google has blacklisted gpu acceleration by default.
Anybody else using chrome will need --ignore-gpu-blacklist adding to the command line
Posted 29 February 2012 - 07:59 AM
Let's sync up privately to discuss how it will be published and perhaps we can try it for the first article (it doesn't have to be public yet, if it's not ready).
Posted 29 February 2012 - 12:07 PM
Dia, sure thing. Once I complete the high level dev guide for the source code and add in better error reporting for users without WebGL, I'll send you the first shader we can start off with.
Posted 29 February 2012 - 03:55 PM
17.0.963.56 m build by the look of it, don't know why they blacklisted GPU acceleration... makes no sense to me.
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