Vertex vs Fragment Lighting - Vulkan Game Engine Tutorial 22

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  • Опубліковано 25 вер 2024

КОМЕНТАРІ • 33

  • @Um1aut
    @Um1aut 2 роки тому +5

    Thank u bruh! Don't stop making guides like that

  • @mr.mirror1213
    @mr.mirror1213 2 роки тому +2

    Really was waiting for this vid, can't wait for your shadow video!

    • @BrendanGalea
      @BrendanGalea  2 роки тому +1

      Ya I’m looking forward to getting to the multirenderpass stuff. That’s when you can really start to make some cool stuff.

    • @ralfwright
      @ralfwright 2 роки тому +1

      looking forward to it aswell!

  • @simgamedev6423
    @simgamedev6423 2 роки тому +4

    I hope there will be 100+ episodes in this serie.

    • @BrendanGalea
      @BrendanGalea  2 роки тому +1

      Haha my goal now is to hit at least 50. 100 would be awesome though!

  • @BigSavageG
    @BigSavageG 2 роки тому +2

    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.

  • @dexterman6361
    @dexterman6361 2 роки тому +7

    I think this is basically what blender does when switching smooth-shading on and off (fragment normal interpolation)

    • @ralfwright
      @ralfwright 2 роки тому +1

      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

    • @hugopeters6627
      @hugopeters6627 2 роки тому +6

      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.

    • @BrendanGalea
      @BrendanGalea  2 роки тому +3

      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

    • @ralfwright
      @ralfwright 2 роки тому +2

      @@BrendanGalea oh ok. Thanks for the answer 👍

    • @dexterman6361
      @dexterman6361 2 роки тому +1

      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!

  • @A_G8_M
    @A_G8_M 2 роки тому +3

    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

    • @BrendanGalea
      @BrendanGalea  2 роки тому +2

      Make sure to recompile your shaders!

    • @sanduchicu7545
      @sanduchicu7545 2 роки тому

      you can always just copy the code from the repo

    • @rogerdavies731
      @rogerdavies731 2 роки тому

      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.

  • @ralfwright
    @ralfwright 2 роки тому +4

    When the purpose of this comment is to please the yt algorithm, because I don't really have anything else to say lol😆

    • @BrendanGalea
      @BrendanGalea  2 роки тому

      Haha thank you, very much appreciated 😁

  • @ry1665
    @ry1665 2 роки тому +4

    I'm learning Vulkan now, everyday check if u upload new videos. ☺️

  • @АрманМеликбекян-е4ш

    please, make showing fps in window

  • @sanduchicu7545
    @sanduchicu7545 2 роки тому +2

    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?

    • @BrendanGalea
      @BrendanGalea  2 роки тому +2

      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.

    • @sanduchicu7545
      @sanduchicu7545 2 роки тому +2

      @@BrendanGalea Thanks for the response! Makes sense. Keep it up!

  • @justinnoor4915
    @justinnoor4915 2 роки тому +1

    🔥🔥🔥

  • @user-dh8oi2mk4f
    @user-dh8oi2mk4f 2 роки тому +1

    What's the outro music?

    • @BrendanGalea
      @BrendanGalea  2 роки тому

      It’s from the UA-cam music library
      ua-cam.com/video/d5u-Ja41ZjQ/v-deo.html

  • @quadriproduction
    @quadriproduction 2 роки тому +1

    Great.thank you.but please please textures next time..

    • @BrendanGalea
      @BrendanGalea  2 роки тому +1

      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

    • @sanduchicu7545
      @sanduchicu7545 2 роки тому

      that would be awsome