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Good advice, I'd add reverse depth testing to the list developer.nvidia.com/blog/visuali...
Starting a new project? Turn on and enforce the following right now: -sRGB for all rendertargets and source textures. -premultiplied alpha in both textures and blending. -fixed-point world time and world position. Retrofitting these after the fact is a giant pain. Learn from my (repeated) fail!
Worth considering
Starting a new project? Turn on and enforce the following right now: -sRGB for all rendertargets and source textures. -premultiplied alpha in both textures and blending. -fixed-point world time and world position. Retrofitting these after the fact is a giant pain. Learn from my (repeated) fail!
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Seeing Oklab enjoyed and used by so many is mind-boggling! I still can’t quite comprehend that I wrote a blog post that ended up as a web standard and in software everywhere. Best part is seeing so many people say they enjoy Oklab and that it is a tool they regularly use.
If you need a random color (e.g. procedurally coloring objects), you should use Oklab or Oklch color space instead of RGB or HSV. RGB may span the whole spectrum, but it does not pick fairly (leaning dark/muddy). Oklab is designed to more closely map to how we perceive color
I wrote about Oklab in more detail here fragcoord.xyz/t/oklab
Here's @bottosson.bsky.social's original article which explains how it was derived bottosson.github.io/posts/oklab
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The winners are: @noztol.bsky.social s "Making A Melting Cube" and @halbfettkaese.bsky.social's "Adjusting animation speed" Thanks for participating!
Less than 4 weeks left to write the best article for FragCoord. It could be a tutorial, breakdown, devlog, showcase anything graphics related. I'll be giving the best ones a FragCoord Pro for a year (which unlocks 3D buffers, compute shaders, MRT and more)
"Adjusting animation speed" by @HalbFettKaese fragcoord.xyz/t/ak2povht This is a great interactive guide on how to handle changing speeds with linear time in shaders. I was actually about to write something like this!
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