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View Code? Open in Web Editor NEW๐ฅ Graphics Kernel: flexible, highly configurable, extensible render engine (realtime + offline)
License: GNU Lesser General Public License v3.0
๐ฅ Graphics Kernel: flexible, highly configurable, extensible render engine (realtime + offline)
License: GNU Lesser General Public License v3.0
https://stackoverflow.com/questions/23280692/opengl-es2-alpha-test-problems/23283256#23283256
https://www.opengl.org/archives/resources/faq/technical/transparency.htm
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Hello,
I was wondering if / when a basic example will be provided. I would like to contribute to this project, but I don't know where to begin. As documentation hasn't been created yet, having an example implementation of some of the features would be greatly appreciated so I could better understand how things should be put together.
Thanks.
The current implementation of node hierarchy can be improved by making graph linear (I don't know if this is the right word)
Current impl:
Randomly allocated nodes:
Scene
|
Node
/ \
Node Node
\
....
Considered impl:
Array:
Scene - [ Node | Node | Node | ... ]
Currently I'm working on frustum culling; accessing nodes recursively for every operation or in every render frame is not what I want, also it is not effective because you need to switch to another function due to recursion... Maybe making this linear / array would also make exec faster because of cache locality and less memory consumption
A shader manager could provide a compiled program or collect combinations of shaders then compile them as program.
This will be used for COMMON profiles/techniques.
We must define custom material definition format and file, plus a Sharing Language like Google did for Filament:
https://google.github.io/filament/Materials.md.html#overview/coreconcepts or bsl in banshee3d: https://docs.banshee3d.com/Native/bsl.html
File extension could be .gpumat
or .mat
or .gkmat
or .gmat
, .effect
...
Desired properties:
This project will use gpu (this is private repo for now) library as backend. So GPU library may use .gpumat
. Also GPU library may provide a shading language or gk could do that.
There's no build system. How do you build gk?
I can contribute Meson build files if that helps.
Today I implemented weighted, blended order independed transparency.
It is time to implement COLLADA's transparency with all opaque modes. At first it seemed difficult to implement but now I think I understand how to implement it. Maybe implementing all opaque modes may be problem with OIT transparency but I will give a try.
it is all about setting blending functions/equations correctly
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