-
Notifications
You must be signed in to change notification settings - Fork 1.3k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
mode7 case study (webgl shader implementation struggles) #88
Comments
GOAL: My goal is to achieve an educational implementation of Mode 7 EXAMPLE VIDEOS ATTACHED:
second_video: 2024-10-13_17.28.39.webm
I feel like I am completely missing something fundamental in how I am doing it.
|
https://github.com/meisei4/yakuzaishi/blob/master/assets/shaders/mode7.cpp ^^Also here is a Work In Progress pseudo-code project file that I am working on My goal with this being that I can provide a VERBOSE and educational example of how to "long-hand" represent how matrices are involved in mode7, even if they are just overhead when it comes to actual code/math-operations. Similar to the stylistic approach I have transitioned to in my webgl shader: https://github.com/meisei4/yakuzaishi/blob/master/assets/shaders/mode7.wgsl |
Sorry if this is an inappropriate place to post this, but I have been working these last two weeks pulling out my hair with how to make an educational mode7 approach for webgl shaders (specifically with the Bevy game engine)
I am posting this immaturely perhaps, but I really am desperate for help on understanding the frustum/projection approach you take in your mode 7 demo as opposed to the "affine transformation" approach...
If its convenient for you I would really appreciate any input about what I'm doing wrong in my shader math...
I will post the contents in a reply to this issue
The text was updated successfully, but these errors were encountered: