4.3 - Texture Wrapping Modes
What We're Learning You've learned how to sample textures, and you've learned how to filter them to keep them sharp or smooth. Now we encounter a new problem: what happens when a mesh is bigger than i

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Articles tagged with #wgsl
What We're Learning You've learned how to sample textures, and you've learned how to filter them to keep them sharp or smooth. Now we encounter a new problem: what happens when a mesh is bigger than i

What We're Learning You've learned how to sample textures in shaders using UV coordinates. Now comes a critical question: how exactly does the GPU calculate the color between pixels? When you render a

What We're Learning Up until now, we've been generating colors procedurally - calculating them with math equations directly in our shaders. But most real-world 3D graphics rely on textures: images tha

What We're Learning Color is one of the most powerful tools in your graphics arsenal. So far, we've worked with basic color operations - sampling textures, mixing colors, and applying simple lighting. But there's a whole world of advanced color manip...

What We're Learning So far in this series, every fragment we've processed has been drawn to the screen. We've colored them, textured them, and lit them - but we've always drawn them. What if you don't want to draw certain fragments at all? What if yo...

What We're Learning So far in this series, we've worked with mathematical functions like sine waves, smooth gradients, and geometric patterns. These are powerful, but they all share a common limitation: they are too perfect. Nature isn't perfectly re...
