Hello, I've recently gone through this tutorial (minus the environment reflection) and would just like to submit some feedback. The tutorial itself has been great; I still have plenty to read up on, but it's no fault of a tutorial but probably a case of reading through the spec about the meaning of each option in the RenderPipeline struct.
I do want to say that the HDR chapter is quite rough though. Specifically, I think that introducing the equirectangular map to cube map compute pipeline is introduced too early - I think it would make more sense to first introduce the idea of a cube map, and only after to introduce how to make a smoothly-joining set of textures. As it stands, it's a lot of code to follow (and potentially make mistakes with!) before the reader can test the codebase again, and I think flipping the order would help with that. I'd also have appreciated where the inv_atan magic constant comes from - I noted that not using it means the texture isn't stretched far enough out, but I don't understand why these specific values.
Also, the image link of map of the earth (less important), and link about the ACES colour curve are broken - which is a shame because I would have liked to read up on how to make my own tonemapping function. Finally, the wgpu HDR support issue linked to early on has been since been closed, if that would affect anything about the tutorial.
All that said, thank you very much for the teaching material.
Hello, I've recently gone through this tutorial (minus the environment reflection) and would just like to submit some feedback. The tutorial itself has been great; I still have plenty to read up on, but it's no fault of a tutorial but probably a case of reading through the spec about the meaning of each option in the
RenderPipelinestruct.I do want to say that the HDR chapter is quite rough though. Specifically, I think that introducing the equirectangular map to cube map compute pipeline is introduced too early - I think it would make more sense to first introduce the idea of a cube map, and only after to introduce how to make a smoothly-joining set of textures. As it stands, it's a lot of code to follow (and potentially make mistakes with!) before the reader can test the codebase again, and I think flipping the order would help with that. I'd also have appreciated where the
inv_atanmagic constant comes from - I noted that not using it means the texture isn't stretched far enough out, but I don't understand why these specific values.Also, the image link of map of the earth (less important), and link about the ACES colour curve are broken - which is a shame because I would have liked to read up on how to make my own tonemapping function. Finally, the
wgpuHDR support issue linked to early on has been since been closed, if that would affect anything about the tutorial.All that said, thank you very much for the teaching material.