New Blog entry

This commit is contained in:
Warwick 2022-04-22 14:09:18 +01:00
parent 1be56048aa
commit e29a1ce05b
2 changed files with 25 additions and 2 deletions

View file

@ -20,6 +20,7 @@ import Header from "./Header";
import Blog1 from "../static/images/GraphicsBlog/blog1.png";
const Blog2 = new URL("../static/video/graphics_blog/blog2.webm", import.meta.url);
import Blog3 from "../static/images/GraphicsBlog/blog3.png";
import Blog4 from "../static/images/GraphicsBlog/blog4.png";
class GraphicsBlog extends Component {
constructor(props) {
@ -58,6 +59,28 @@ class GraphicsBlog extends Component {
buttonText: undefined,
buttonLink: undefined,
},
{
header: "Models with their own Model space.",
subheader: "",
mediaType: "img",
image: Blog4,
imageAltText: "3 Textured squares",
content: <span>Models now have their own position in world space and
can be made up of multiple meshes. They can also be moved
dynamically.<p/> I got 3 different directions to go now. 1) start
working on a lighting system which will teach me more about low level
shaders and their maths, 2) create a method of loading in models
exported from blender, 3) start messing about with creating and
rendering shapes with noise. <p/> Comment) lighting is fun <p/>
Answer) Light is cool, but to get good lighting I'm gonna need to
start working with vertex normals and UVs and that's without shadows.
So maybe it'll actually be worth me importing models where I know
this stuff isn't broken first, and then messing about with lighting
on that. idk, we'll see how I feel once I optimise what I
have.</span>,
buttonText: undefined,
buttonLink: undefined,
},
];
}
@ -77,9 +100,9 @@ class GraphicsBlog extends Component {
windows and OpenGL to render the meshes.
</Typography>
<List dense>
<Typography variant="p" >
<Typography variant="p" >
To Do:
</Typography>
</Typography>
<ListItem>
<ListItemIcon><ArrowRightIcon /></ListItemIcon>
Give meshes their own relative location.

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