diff --git a/src/GraphicsBlog.jsx b/src/GraphicsBlog.jsx
index 822c4f8..e0989cf 100644
--- a/src/GraphicsBlog.jsx
+++ b/src/GraphicsBlog.jsx
@@ -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: Models now have their own position in world space and
+ can be made up of multiple meshes. They can also be moved
+ dynamically. 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. Comment) lighting is fun
+ 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.,
+ buttonText: undefined,
+ buttonLink: undefined,
+ },
];
}
@@ -77,9 +100,9 @@ class GraphicsBlog extends Component {
windows and OpenGL to render the meshes.
-
+
To Do:
-
+
Give meshes their own relative location.
diff --git a/static/images/GraphicsBlog/blog4.png b/static/images/GraphicsBlog/blog4.png
new file mode 100644
index 0000000..acc9975
Binary files /dev/null and b/static/images/GraphicsBlog/blog4.png differ