Steven Wittens, the man behind acko.net, recently gave a presentation called "The Pixel Factory". This man has put more thought into rendering his website's header than many programmers (yours truly included) have put into entire games. Even the presentation itself reveals a level of quality and polish few others achieve. It's a good introduction into several rendering concepts, and even presents a few different views of said concepts.
Some of the items that came up were new to me but have been used in the field for quite some time, such as drawing text with signed distance fields in order to keep text looking sharp when it appears distant/small.
It also pointed me to WebGL Stats, which, as is said in the name, shows statistics of various web API and WebGL extensions support.
Order-independent transparency in WebGL vs. OpenGL was touched on as well (with WebGL 1.0, it must be two-pass). The original way to do transparency in OpenGL was to order the triangles/geometry back-to-front and disable writing to the depth-buffer so that each transparent object is drawn. With order-independent transparency, the fragments themselves are sorted.
No comments:
Post a Comment