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