Each pixel requires at least 3 bytes. One byte for each primary color.
Sometimes combined with a look-up table per primary
Each pixel can be one of 2^24 colors
Worry about your Endians
Sometimes combined with a look-up table per primary
Each pixel can be one of 2^24 colors
Worry about your Endians
Each pixel uses one byte
Each byte is an index into a color map
If the color map is not updated synchronously then Color-map flashing may occcur.
Color-map Animations
Each pixel may be one of 2^24 colors, but only 256 color be displayed at a time
Each byte is an index into a color map
If the color map is not updated synchronously then Color-map flashing may occcur.
Color-map Animations
Each pixel may be one of 2^24 colors, but only 256 color be displayed at a time
opular PC/(SVGA) standard
Each pixel can be one of 2^15 colors
Can exhibit worse quantization effects than Indexed-color
Each pixel can be one of 2^15 colors
Can exhibit worse quantization effects than Indexed-color
Hello friends who are curious to know what is happening behind the scenes of rendering can go to Render Hell site.
https://simonschreibt.de/gat/renderhell/
https://www.youtube.com/watch?v=Nfkd8-kgjxE&feature=youtu.be
https://simonschreibt.de/gat/renderhell/
https://www.youtube.com/watch?v=Nfkd8-kgjxE&feature=youtu.be
YouTube
Render Hell 2.0 Article - What's new?
Christoph Kubisch on Twitter: @pixeljetstream
Simon on Twitter: @simonschreibt
The article this video is about: http://simonschreibt.de/gat/renderhell/
Simon on Twitter: @simonschreibt
The article this video is about: http://simonschreibt.de/gat/renderhell/
http://blog.onebyonedesign.com/games/unity3d-endless-runner-part-i-curved-worlds/
CURVED WORLDS Shader
CURVED WORLDS Shader
Shader Laboratory
Photo
#define OR(A,B) (A+B-A*B)#Blending #Difference #LinearDodge
#define AND(A,B) ((A)*(B))
#define NOT1(A) (1.-A)
#define NOT(A,B) AND(A,NOT1(B))
#define XOR(A,B) AND(OR(A,B),NOT1(AND(A,B)))
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 uv = fragCoord/iResolution.xy;
uv.x += 0.1;
vec3 A = step(length(uv*2.-1.),0.2) * vec3(1.,0.,0.);
uv.x -= 0.1;
vec3 B = step(length(uv*2.-1.),0.2) * vec3(1.,1.,0.);
fragColor = vec4(XOR(A,B),1.0);
}
Shader Laboratory
Photo
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 uv = fragCoord/iResolution.xy;
uv.x += 0.1;
vec3 A = step(length(uv*2.-1.),0.2) * vec3(1.,0.,0.);
uv.x -= 0.1;
vec3 B = step(length(uv*2.-1.),0.2) * vec3(1.,1.,0.);
fragColor = vec4(abs(A-B),1.0);
}
#Blending #Difference #LinearDodge
โค1