How far back should the screen go?

Written .

mathtutorial

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Simulated surface crazing using a fragment shader

Written .

Let's say we want to simulate the following: Tension inside a surface is very strong. Too strong: The surface breaks. Two fragments now. Still tension. More breaks. Four, eight, 16, 32 fragments now, still tension, more fragments…

writeupmath

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OpenFrameworks Vulkan Renderer: The Journey So Far

Written .

It's been a while. The openFrameworks Vulkan renderer has evolved quite a bit since I last wrote. This latest version feels more modern to use, and the underlying engine fits Vulkan better.

writeupvulkanrealtime

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Earth Normal Maps from NASA Elevation Data

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In this post, I'll describe how to convert a raw NASA height map of earth into a normal map, which then can be used for bump/normal mapping 3D models.

tutorialcode

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Using ofxPlaylist

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A playlist-based animation library for openFrameworks. Developed over a couple of years and used in a growing number of permanent installations, deployed on OS X, Windows and Linux.

tutorialcode

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Flat Shading using legacy GLSL on OSX

Written .

Flat shading gives geometry an edgy and geometric look and keeps the faces of meshes sharp and clean. Sometimes that's all you want. Let's discusses how to optimise geometry for flat-shading. And let's face some provoking vertices using OpenGL.

tutorialcode

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The Making of a Cannon

Written .

When the last pirate ship is finally gunned down, it explodes – and sinks with a big bang. Then the pirate captain apologises for being bad, and is sent to jail. It's a children's interactive, after all. Here's how it was made.

workwriteup

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