MiniGL Secret Screenshot

The (MiniGL) Secret is Out

I recently discovered that Daniel Müßener has been secretly working away on a new project. Have a look here (link). If you’re an AmigaOS 4 fan, then yes, this is what you think it is; it’s a Warp3D Nova version of MiniGL.This is great news, especially for owners of old hardware. MiniGL’s biggest limitation has […]

debugging

Warp3D Nova Tutorials: Another Subtle Boo-Boo

Yes, I’ve discovered another bug in one of the Warp3D Nova tutorials. The tutorial itself has been corrected already, but let’s take a closer look at this bug. The problem is with this line of code: // Transform the normal normal = normalize(NormalMatrix * vec4(vertNormal, 1.0)).xyz; Can you see the mistake? It’s a really subtle […]

StarBoxDemo

What StarBoxDemo Can Teach You About Shaders

The author of AmiCraftNova recently released a new demo called StarBoxDemo. While everyone has been posting new fps benchmarks with it, how it uses shaders should be of greater interest to aspiring developers. So download the demo (if you haven’t already), and take a look in the Shaders directory.The big advantage of shaders is that you […]

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GLSL Debugging Tips for AmigaOS

Recently, the AmiCraftNova author was having issues with GLSL shaders, which got me thinking about how to debug them. Shaders need debugging, but standard debugging tools can’t be used. So here are a few tips (for both OpenGL and Warp3D Nova). Check the Compiler Logs Both OpenGL and Warp3D Nova provide compilation logs. So check […]

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Warp3D Nova – The Basics of Animation

The previous tutorial’s source-code included animation, but I said that would be a topic for another day. Well, today is that day. I’m going to go through the code I added to animate the cube. IMPORTANT: While this tutorial is about Warp3D Nova, the animation code below is almost 100% generic. You could reuse it to […]

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Warp3D Nova: 3D Lighting – Part 2

Time to put the theory learnt last time into practise. This means turning the phong model into shader code, and feeding the GPU the extra data required (surface normals, light/material properties, etc.).Step 1: Copy the Previous Tutorial’s CodeAs usual we’ll kickstart the process by reusing the previous tutorial’s code. So download the code now, and […]

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GLES2+ on AmigaOS – A Splash of Algorithmic Colour

The next step after “hello triangle” tutorials is usually adding per-vertex colour, but I’m going to do something different. I’m going to give you a glimpse at the power and flexibility that programmable shaders give you. In this tutorial we’ll generate colours entirely on the GPU. It’s something called “procedural textures.”Textures are images that are […]

Phong Lighting 1

Warp3D Nova: 3D Lighting – Part 1

Simulating lighting is critical to realistic 3D rendering. After all, light is what allows us to see the real world. Our first 3D rendering in Warp3D Nova looked pretty flat due to the complete lack of lighting. It’s time to fix this by adding light to the scene.IMPORTANT: 3D lighting calculations involve vector algebra. If […]

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