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As every programmer does, I found myself in a situation where the dumb computer doesn’t do what I want it to do. During the early days of debugging my graphics applications, I was coloring things in particular colors to make sense of the debugging situation I was in. For example for a simple case of displaying textures on objects, to understand why a texture wouldn’t render on a particular object, I’d first modify the pixel shader to render UV coordinates to see if I was getting the data from vertex buffer correctly.
This year, for the first time I took part in a group project with 3 other programmers for 4 months. We have made a 2.5D platformer called Unlit where the player explores the mysterious cave Shushanna has fallen into with the help of the light being Nyx.
<This tutorial was last updated in 2015. A new and better version (2018) is out, also including arbitrary heights for the target. click here>