Program 26 – Stencil Shadow
25.08.2003
I use algorithm, which is explained in
Practical and Robust Shadow Volumes (.pdf) (2153 KB).
Program request hardware accelerated 8 bits stencil buffer.
25.08.2003
I use algorithm, which is explained in
Practical and Robust Shadow Volumes (.pdf) (2153 KB).
Program request hardware accelerated 8 bits stencil buffer.
31.07.2003
24.07.2003
Dot Product 3 Bump Mapping is per-pixel lighitng. Use dot product per-pixel. Standard lighting in OpenGL is computed per-vertex. I use equation:
color = ambient + (N.L)xDifuzeColor + (N.H)^SpecExp x SpecularColor
N is normal vector, this is texture map, created from bump map with Sobel-Prewitt filter.
L is light vector. L = light_pos – vertex_pos
H = HalfVector = normalize[ ( eye_pos-vertex_pos ) + ( light_pos-vertex_pos) ]
Request: GL_ARB_multitexture, GL_ARB_texture_env_combine, GL_ARB_texture_env_dot3.
10.07.2003
Request: GL_ARB_texture_cube_map
source code for library jpeglibm.lib – 207kB
source code and executable – 530kB
08.09.2002
07.08.2002
I use detection collision from www.gametutorials.com, there is this field good explained.
03.08.2002
26.07.2002
09.07.2002