XBXavier Basty Kjellberginblog.hexbee.net·Mar 2 · 18 min read4.3 - Texture Wrapping ModesWhat We're Learning You've learned how to sample textures, and you've learned how to filter them to keep them sharp or smooth. Now we encounter a new problem: what happens when a mesh is bigger than i00
XBXavier Basty Kjellberginblog.hexbee.net·Feb 23 · 24 min read4.2 - Texture Filtering and MipmappingWhat We're Learning You've learned how to sample textures in shaders using UV coordinates. Now comes a critical question: how exactly does the GPU calculate the color between pixels? When you render a00
XBXavier Basty Kjellberginblog.hexbee.net·Feb 16 · 20 min read4.1 - Texture Sampling BasicsWhat We're Learning Up until now, we've been generating colors procedurally - calculating them with math equations directly in our shaders. But most real-world 3D graphics rely on textures: images tha00
XBXavier Basty Kjellberginblog.hexbee.net·Feb 8 · 21 min read3.8 - Advanced Color TechniquesWhat We're Learning Color is one of the most powerful tools in your graphics arsenal. So far, we've worked with basic color operations - sampling textures, mixing colors, and applying simple lighting. But there's a whole world of advanced color manip...00
XBXavier Basty Kjellberginblog.hexbee.net·Feb 2 · 20 min read3.7 - Fragment Discard and TransparencyWhat We're Learning So far in this series, every fragment we've processed has been drawn to the screen. We've colored them, textured them, and lit them - but we've always drawn them. What if you don't want to draw certain fragments at all? What if yo...00