Donation & Wallet
Would you like to support my work and this web site? You can make a donation to the site by clicking the button below: Additionally to generic donation, you can partecipate to the virtual shop following these steps: How to buy something? You can buy only using virtual coins. To get virtual coins, you need […]
TextureMind Framework – Vulkan renderer showcase
I created a video to show the potential of the Vulkan renderer included in my framework. Now the engine can import 3D models from several 3D formats (including collada) and render them with Vulkan libraries. The engine is equipped with a proprietary material system and mesh format. The materials of the imported models are converted […]
TextureMind Framework – Progress #15 – Vulkan – Bitmap Text Rendering
Now the engine in Vulkan can draw text with bitmap rendering. The engine checks which characters are on the screen and it creates dynamically the textures only for the fonts to be drawn, with the correct size and aspect. The characters are precalculated into bitmap with the FreeType library and loaded into Vulkan textures only […]
Amiga Breathless for PC
This project is about the porting of Amiga Breathless for PC with modern GPU hardware. If you like this project and you want that it will be continued in the future, please make a donation to support my work. It will be appreciated. Downloads Demo #1 This is the first demo of Breathless for PC. […]
TextureMind Framework – Progress #14 – Vulkan – Skinned mesh
Skinned mesh rendering is a fundamental part of every modern 3D engine, so I couldn't avoid to implement it. The skinned mesh with weights, indices, bones, skeleton, and animated nodes is imported with AssImp library into my format. I added weights and indices to the vertex attributes while bones matrices are written into a shader […]
TextureMind Framework – Progress #13 – Vulkan – Advanced materials
I improved the material system, introducing the lighting stage. I removed the fragment stage and replaced it with color and lighting stage. The output color is calculated as the sum of the color stage and the lighting stage. The color stage has only one material node as input that is used to produce the output […]
TextureMind Framework – Progress #12 – Vulkan – Import materials and normal maps
Now the importer with AssImp library is capable to import model materials and textures into my format. I added also support for normal maps with tangent and bitangent vertex attributes, improving the lighting stage in the fragment shader to render it properly. In the video you can see nano suit model imported from collada format. […]
TextureMind Framework – Progress #11 – Vulkan – Import 3D model
I decided to use AssImp library to import models from other formats to my 3D mesh format. The video shows a first implementation of the importer. Vertices and normals are converted along the skeleton structure, while the red material is generated just to render the model on the screen. The next step is to load […]
TextureMind Framework – Progress #10 – Vulkan – Materials and 3D rendering
Finally, the very first 3D model rendered by the 3D engine. Even if it looks like a simple torus demo, the main feature this time is the format used for the 3D mesh and the convertion from material nodes to vulkan shader, for the rendering. The mesh is composed by a polygon hull, a set […]
TextureMind Framework – Progress #9 – Vulkan – Materials and textures
I improved the implementation of materials and textures with Vulkan. Now every material is translated into a GLSL shader that is converted into SPIRV code with shaderc library. The shader is generated along the graphics pipeline to match the material settings. For now materials are very simple and used to draw an image texture with […]
TextureMind Framework – Progress #8 – Graphics context and 2D GUI with Vulkan
I am happy to announce that Vulkan library has finally been integrated into my framework. For the moment nothing complicated, I limited myself to implement a specialization of the Graphics Context that draws simple colored rectangles instead of the images drawn by Cairo library. It's possible to invoke drawing commands with the same degree of […]
TextureMind Framework – Progress #7 – 2D GUI with Cairo
Finally I came to a first working version of the 2D GUI based on the Cairo libraries. The entire GUI architecture is based on 2D Engine components like the graphics and the physics engines. The graphics engine makes use of graphics context that in this implementation is based on Cairo, but it can be specialized […]