Source engine has what you said at the beginning. That's why it is pain in the ass having large models with few vertices and you have to come up with some bizarre solutions to overcome it, because if not you will have strange looking lighting on a model.
Is it? I don't know much about this but whether something is smooth shaded or not seem more like it still using fragment interpolation, but using a different lighting model? Seems like to me vertex vs fragment is just accuracy. But maybe I'm wrong
That's not the case. Smooth shading means that it instead of having a normal per face, you calculate the average of all the face normals shared by a vertex and interpolate per fragment interpolate the 3 normals depending on where the fragment is in the triangle. This causes the normals to smoothly change into each other giving the illusion of a very smooth surface. However for simple meshes like a cube this completely messes things up. vertex/fragment shading is a different concept all together.
Yup Hugo’s right. Checkout tutorial 18, I think I had a short explanation of the blender feature there and the difference between per face and per vertex normals, which causes the visual difference between flat and smooth shading
Any ideas why might my scene still look like it has the old illumination? For some reason my scene looks unchanged and the light seems to only affect the vase. (I have a second issue where only one of my vases is rendering even though both files should exist). Not sure where I messed up, seems like I went out of sync around the descriptor sets video
Adam, check that you're incrementing the ID each time a new game object is created (I wasn't). If you don't then only one object will be placed into the unordered map since the ID is used as the key.
Great video as always! About the game objects. You said that with the unordered_map we could access the objects by index, but the vector has this feature too using "random_vector[i]". So is this a more efficient way?
With the vector index you would need to make sure the obj id matches it’s position in the vector. It’s possible to do but if you’re dynamically adding and removing objects frequently it can get tricky. With the unordered map the Id can be whatever you want, doesn’t even have to be an integer necessarily.
Thank u bruh! Don't stop making guides like that
Really was waiting for this vid, can't wait for your shadow video!
Ya I’m looking forward to getting to the multirenderpass stuff. That’s when you can really start to make some cool stuff.
looking forward to it aswell!
I hope there will be 100+ episodes in this serie.
Haha my goal now is to hit at least 50. 100 would be awesome though!
Source engine has what you said at the beginning. That's why it is pain in the ass having large models with few vertices and you have to come up with some bizarre solutions to overcome it, because if not you will have strange looking lighting on a model.
I think this is basically what blender does when switching smooth-shading on and off (fragment normal interpolation)
Is it? I don't know much about this but whether something is smooth shaded or not seem more like it still using fragment interpolation, but using a different lighting model? Seems like to me vertex vs fragment is just accuracy. But maybe I'm wrong
That's not the case. Smooth shading means that it instead of having a normal per face, you calculate the average of all the face normals shared by a vertex and interpolate per fragment interpolate the 3 normals depending on where the fragment is in the triangle. This causes the normals to smoothly change into each other giving the illusion of a very smooth surface. However for simple meshes like a cube this completely messes things up. vertex/fragment shading is a different concept all together.
Yup Hugo’s right. Checkout tutorial 18, I think I had a short explanation of the blender feature there and the difference between per face and per vertex normals, which causes the visual difference between flat and smooth shading
@@BrendanGalea oh ok. Thanks for the answer 👍
Ah I see, after watching this, I assumed fragment interpolation for normals is what blender does in smooth shading, well now I know better, thanks!
Any ideas why might my scene still look like it has the old illumination? For some reason my scene looks unchanged and the light seems to only affect the vase. (I have a second issue where only one of my vases is rendering even though both files should exist). Not sure where I messed up, seems like I went out of sync around the descriptor sets video
Make sure to recompile your shaders!
you can always just copy the code from the repo
Adam, check that you're incrementing the ID each time a new game object is created (I wasn't). If you don't then only one object will be placed into the unordered map since the ID is used as the key.
When the purpose of this comment is to please the yt algorithm, because I don't really have anything else to say lol😆
Haha thank you, very much appreciated 😁
I'm learning Vulkan now, everyday check if u upload new videos. ☺️
please, make showing fps in window
Will do fairly soon once we get to imgui
You can use VK_LAYER_LUNARG_monitor to show the fps in the title of the window
i dont understand how to use it
Great video as always!
About the game objects. You said that with the unordered_map we could access the objects by index, but the vector has this feature too using "random_vector[i]". So is this a more efficient way?
With the vector index you would need to make sure the obj id matches it’s position in the vector. It’s possible to do but if you’re dynamically adding and removing objects frequently it can get tricky.
With the unordered map the Id can be whatever you want, doesn’t even have to be an integer necessarily.
@@BrendanGalea Thanks for the response! Makes sense. Keep it up!
🔥🔥🔥
What's the outro music?
It’s from the UA-cam music library
ua-cam.com/video/d5u-Ja41ZjQ/v-deo.html
Great.thank you.but please please textures next time..
Textures will be once we’ve finished with the point light series. But I can get started on some example code to share if that would help
that would be awsome