blog.hexbee.net4.1 - 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 that wrap around 3D geometry to provide color, detail...5d ago·17 min read
blog.hexbee.net3.8 - 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...Feb 8·21 min read
blog.hexbee.net3.7 - 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...Feb 2·20 min read
blog.hexbee.net3.6 - Procedural NoiseWhat We're Learning So far in this series, we've worked with mathematical functions like sine waves, smooth gradients, and geometric patterns. These are powerful, but they all share a common limitation: they are too perfect. Nature isn't perfectly re...Jan 25·23 min read
blog.hexbee.net3.5 - Distance Functions (SDFs)What We're Learning In previous articles, we created patterns using explicit boundaries: "Is this pixel inside the square?" But there is a more powerful way to define shapes in computer graphics: "How far is this pixel from the edge?" This is the wor...Jan 18·24 min read