New Blog entry
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2 changed files with 25 additions and 2 deletions
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@ -20,6 +20,7 @@ import Header from "./Header";
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import Blog1 from "../static/images/GraphicsBlog/blog1.png";
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const Blog2 = new URL("../static/video/graphics_blog/blog2.webm", import.meta.url);
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import Blog3 from "../static/images/GraphicsBlog/blog3.png";
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import Blog4 from "../static/images/GraphicsBlog/blog4.png";
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class GraphicsBlog extends Component {
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constructor(props) {
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@ -58,6 +59,28 @@ class GraphicsBlog extends Component {
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buttonText: undefined,
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buttonLink: undefined,
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},
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{
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header: "Models with their own Model space.",
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subheader: "",
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mediaType: "img",
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image: Blog4,
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imageAltText: "3 Textured squares",
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content: <span>Models now have their own position in world space and
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can be made up of multiple meshes. They can also be moved
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dynamically.<p/> I got 3 different directions to go now. 1) start
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working on a lighting system which will teach me more about low level
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shaders and their maths, 2) create a method of loading in models
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exported from blender, 3) start messing about with creating and
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rendering shapes with noise. <p/> Comment) lighting is fun <p/>
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Answer) Light is cool, but to get good lighting I'm gonna need to
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start working with vertex normals and UVs and that's without shadows.
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So maybe it'll actually be worth me importing models where I know
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this stuff isn't broken first, and then messing about with lighting
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on that. idk, we'll see how I feel once I optimise what I
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have.</span>,
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buttonText: undefined,
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buttonLink: undefined,
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},
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];
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}
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@ -77,9 +100,9 @@ class GraphicsBlog extends Component {
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windows and OpenGL to render the meshes.
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</Typography>
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<List dense>
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<Typography variant="p" >
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<Typography variant="p" >
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To Do:
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</Typography>
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</Typography>
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<ListItem>
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<ListItemIcon><ArrowRightIcon /></ListItemIcon>
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Give meshes their own relative location.
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static/images/GraphicsBlog/blog4.png
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static/images/GraphicsBlog/blog4.png
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After Width: | Height: | Size: 204 KiB |
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