Category: OpenGL
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Coming back to Uru, part 4
Last week, I mentioned some improvements that could be brought to my Uru/Myst V assets viewer. I'm glad to say that I've implemented most of them! I think that this project is now mature enough to be usable. Even if the recent re-release of…
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Coming back to Uru, part 3
Six months ago, I decided to implement an asset viewer for Uru, a game in the Myst series. The goal was to be able to load and visualize levels from the game in real-time, with a rendering as close to the in-game appearance as possible. Last time,…
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Coming back to Uru, part 2
Last week, I decided to implement a 3D viewer for Uru, a game in the Myst series. The goal is to load and visualize assets from the game: images, objects,... I have succeeded into loading meshes and textures from the.prp assets files to RAM and then…
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Coming back to Uru
I have been a long-time fan of the Myst game series. Their fascinating worlds and convoluted lore has always captured my imagination. Most of the games of the series were 360° panoramic point-&-click, but two of them, Uru and Myst V, made the…
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MIDI visualization, a case study
Recently, inspired by my partner starting to practice piano again and showing me this video, I challenged myself to build a small MIDI visualizer. I wanted to be able to display a MIDI track as an animated score, with moving notes, similar to the…
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Implementing FXAA
When rendering 3D scenes on a computer screen, aliasing can occur. As each pixel can only belong to the specific object covering its area of the screen, and receives a unique color from it, jagged and saw-toothed effects can appear at the edges of…
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GL_EXTENSIONS and Swift
It can be useful during the development and debug of graphical code to check the OpenGL version or which extensions are available. Swift being more type-sensitive than Objective-C, one sometimes needs to fiddle when combining it with OpenGL.…