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The code that implements the specular map usage in the renderer looks like this currently:
```
double spec = std::pow(std::max(r.z, 0.), 5+model.specular(uv));
```
Unless I misunderstand it d…
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Currently, InVesalius has fixed scene lighting options. Shaders allow you to manipulate part of the graphics pipeline, being able, for example, to change the color, lighting and camera of the scene. I…
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I was just compiling and going through https://github.com/JoeyDeVries/LearnOpenGL which is IMO best OpenGL tutorial I ever saw. It is also great that it compile with cmake on linux without any problem…
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Right now the common antialiasing works with a plain orthographic grid, that causes obvious artifacts for rotated lines. We should consider using irregular samplings like the one from 4x MSAA
![X…
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## Subject of the issue
When dealing with polygon that are more larger than the actual texture, the default behaviour of SFML is to clamp pixels to the edge.
This is not ideal if you work on a met…
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Add example Skeletal Animation
https://www.youtube.com/watch?v=7JMehLi2vWk
https://www.youtube.com/watch?v=rE7Sf2MqVOw
https://www.youtube.com/watch?v=r6Yv_mh79PI
https://www.youtube.com/watc…
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It would be nice to have a light source in the scene that we can use to illuminate or darken our models. This would be helpful for when we do dithering for cell shading, as dithering discretizes gradi…
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阴影映射:----------------------------------------------------------------------
1.
![PBY_@EIYS)0TF BIK SLF%6](https://github.com/LearnOpenGL-CN/LearnOpenGL-CN/assets/114279940/d0c31944-2ffc-4b08-ae3c-b2…
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### Target Use Case
Motivation: https://github.com/maplibre/maplibre-gl-js/issues/3080
### Proposal
To use the new return values (https://github.com/maplibre/maplibre-gl-js/pull/3136/files) to cl…