- Meta open-sourced their cross-platform library that provides a common graphics API abstraction
- a couple of examples are provided that show how to use the API
![](/img/posts/graphics-programming-weekly-295/igl_logo.png)
- the blog post discusses signed distance fields (SDF) for rectangles as well as how to render borders and rounded corners
- shows how to apply masking, transformations, and clipping of shapes and effects such as conversion into borders only and inversion
- additionally shows how to combine multiple SDFs to create more diverse results with a limited number of base shapes
![](/img/posts/graphics-programming-weekly-295/sdf_rectangle.jpg)
- the article provides a breakdown of how to implement a rain effect using Unity visual shaders
- shows different types of implementation with varying levels of sophistication and implementation difficulty
- simulates raindrops and rain streaks
![](/img/posts/graphics-programming-weekly-295/unity_RipplesGraph.png)
- the article provides an overview of skeleton animation in-general and then presents how to parse the information from gLTF files
- shows how to combine transforms, interpret hierarchical information and apply the data in vertex shaders
![](/img/posts/graphics-programming-weekly-295/gltf_skeletal_animation.png)
- the Digital Foundry video provides an overview of the Apple Game Porting Toolkit
- shows how the toolkit works with several recent AAA game releases
- additionally presents how to setup the toolkit for use
![](/img/posts/graphics-programming-weekly-295/metal_game_porting_toolkit.png)
- the video tutorial presents how to render a skybox using OpenGL
- explains the theory of the technique and the implementation
- covers considerations such as culling, rendering order, and positioning
![](/img/posts/graphics-programming-weekly-295/skybox_gl.png)
- the video tutorial presents how to build a road network using a spline system
- discusses how to extrude a road mesh from a spline and create junction meshes
- presents how to calculate tiling UVs that follow the density of the bezier changes
![](/img/posts/graphics-programming-weekly-295/spline_roads.png)
Thanks to Neil Bickford for support of this series.
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