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mynameismjp.wordpress.com
| | mtnphil.wordpress.com

I knew I needed something to spruce up my monotonous terrain, so I recently implemented a decal system. This lets me paste moss, leaves, footprints, bullet holes and anything else "flat" anywhere on my terrain (or any object in the world). A deferred rendering engine offers an opportunity for easy-to-implement decals. Instead of...
3.2 parsecs

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| | www.reedbeta.com

Pixels and polygons and shaders, oh my!
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| | therealmjp.github.io

In these exciting modern times, people get a lot of mileage out of their depth buffers. Long gone are the days where we only use depth buffers for visibility and stenciling, as we now make use of the depth buffer to reconstruct world-space or view-space position of our geometry at any given pixel.This can be a powerful performance optimization, since the alternative is to output position into a "fat" floating-point buffer.
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| | gist.github.com

An example of using OpenGL shaders (and indexed drawing) in Nim - nim_opengl_shader_example.nim
20.3 parsecs

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