Framebuffer rendered at 320x240.
Depth buffer rendered at 320x240.
Framebuffer rendered at 1280x960.
Depth buffer rendered at 1280x960.
Resolution comparison: 320x240 / 1280x960
Framebuffer rendered at 320x240.
Depth buffer rendered at 320x240.
Framebuffer rendered at 1280x960.
Depth buffer rendered at 1280x960.
Resolution comparison: 320x240 / 1280x960
Built a toy real-time software rasterizer in my spare time, intending to practice C++ and to have an overview of the graphics pipeline from scratch. At the moment, it runs in a single thread.
Next step will be to build a rasterizer using a graphics API.
#graphics #rasterizer #c++
#MaterialMaker 1.4 (#GodotEngine based PBR material authoring and 3D model texturing tool) is now available on @itchio .
It is based on Godot 4, had a huge UI redesign and has quite a few new nodes.
rodzilla.itch.io/material-mak...
Still one of the most accessible explanations of the rendering equation out there