Ok these tutorials aren’t very good, recorded in the last few hours, and I was ill (still am) while doing them :P. I wasn’t as prepared as I would have liked to have been, and am new to shaders myself, but hopefully they can help someone start off into the world of shaders with the jMonkeyEngine.
Thanks to t0neG0d and thetoucher (i stole some of your material ;)), Pspeed (a nice tip), Remy and momako_fan (motivation) and normen <33
All videos were recorded in HD 720p, so should be very clear, the mic is bad but hopefully you can hear it ok.
Awesome stuff! i’ll start another round of daily tutorial tweets once I come back from a quick cabin trip. Has the last series been incorporated into the wiki already? You should talk to @zathras about finding a suitable spot (possibly tie-ins in existing articles) for your video tutorials.
Also I think it’s blogpost time I was thinking it could cover your previous tutorials, as well as some rudimentary howto about making tutorials such as these. Thoughts?
@erlend_sh said:
Awesome stuff! i'll start another round of daily tutorial tweets once I come back from a quick cabin trip. Has the last series been incorporated into the wiki already? You should talk to @zathras about finding a suitable spot (possibly tie-ins in existing articles) for your video tutorials.
Also I think it's blogpost time :P I was thinking it could cover your previous tutorials, as well as some rudimentary howto about making tutorials such as these. Thoughts?
I added the math ones already, haven't done these ones yet. Sure sounds good :)
Thanks guys, you might be saying a different story if you actually watched them tho ^_^ ;)
Coupled with to-be-completed Forward rendering and rendering bucket tutorial, jME3 will have one of the most comprehensive tutorial set of any game engine out there
hmmmm something doesn’t seem right, possibly a bug somewhere, because I also managed to increase the FPS from 200 to 5000 and fix the Shader M stat, although i didn’t really pay attention to that.
Basically I just changed it from a float to a Vector2 and updated that using param.setX() instead of mat.setFloat(“Param”, param");
if you pass in a reference type i.e Vector2f you can update that vec.setX() and vec.setY() for example, then the shader doesn’t need to recompile each frame and there is no performance loss
The problem with shaders is that there are compatibility issues with different cards, im not sure what is the most effective yet, i’m still new to shaders, and only ever tried it on my card
If you only ever need the first 2 points of a texCoord (not sure what the other 2 are even for :P) then i guess it makes sense to cast it to a vec2 in the vertex shader and pass that to the fragment shader to avoid passing unnecessary information