i decided to break this page
up into smaller chunks, mainly for ease of reading..
screenshot of my desk, with the stuff running
the normal map on these images
is the same one as the decal map, except it's offsetted a little.
no specular component in
this screenshot
prety simple planar surface
btw.
screenshot
same geometry and textures as the one above, except this has a specular
comp.
specular
on this one
well finally, got some better
looking geometry/levels/textures now..
totally robust, implementation
works on _any_ .obj format and any amount of light sources.
the red point is where the
light source is at..
and the framerate is kinda
of slow IMHO (for this 1 light), seeing that i did not use VAR or any other
fancy performance booster.
i'm guessing i could hit
a 100 (i have a geforce1 prophet..)
with enough hacking.
there's no glossmap so some
stuff which shouldn't be so bright, is getting that bright..
this type of light model
is _totally_ dynamic, position, color, brightness, etc, and a bump map
is being applied to every surface.
exactly like doom, where
each surface contains a specular, diffuse and normal map :D
some of the surfaces in
doom do collapse to more passes depending on the surface shader though...
Powered by OpenGL.
don't you just love glPointSize
:D
D3D really is a lacking
API imho.
feb 22, 2000
well apparently i deciding
to post this here. i need some feedback on the shadow.
not sure to put it in a
friends game engine or not
what do you think?
the frame rate counter thingy
in bottom was inspired by nintendo.
middle is 60 frames per
sec, well not a second but still, and max is 120.
space waster ;)
gives the page more content.
balances it out...
"Why Hello Clarece..."
Hannibal sucked btw.