Zanir

Program 26 – Stencil Shadow

25.08.2003

026_Stencil_ShadowI use algorithm, which is explained in
Practical and Robust Shadow Volumes (.pdf) (2153 KB).

Program request hardware accelerated 8 bits stencil buffer.

source code and program – 25kB

Program 25 – Environment mapped bump mapping (EMBM)

31.07.2003

025_environment_mapped_bump_mappingRequest:
GL_ARB_multitexture, GL_ARB_texture_env_combine a GL_ATI_envmap_bumpmap.

source code and executable – 320kB without jpeglibm.lib

Program 24 – DOT3 bump mapping

24.07.2003

024_DOT3_bump_mapping024_DOT3_bump_mapping_3dsDot 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.

source code and executable – 430kB without jpeglibm.lib

Program 23 – Dynamical cube mapping

10.07.2003

023_Cube_MappingRequest: GL_ARB_texture_cube_map

source code for library jpeglibm.lib – 207kB
source code and executable – 530kB

Program 22 – Terrain

08.09.2002

022_terrain022_terrain_volum_fogTerrain is important part of more type games.
I use octree and volumetric fog.

source code (without jpeg.lib) and executable – 290kB

Program 21 – Collision

07.08.2002

014_dxf_loaderI use detection collision from www.gametutorials.com, there is this field good explained.

source code (without jpeg.lib) and executable – 230kB

Program 20 – Projected textures

03.08.2002

020_projected_texturesTexture projected on objects is interesting effect. This makes it possible do interesting lighting of scene, example uses light through stained glass.

source code (without jpeg.lib) and executable – 245kB

Program 19 – Sphere mapping

26.07.2002

019_sphere_mappingSphere mapping is technique of environment mapping. This uses a sphere map. A sphere map is a single texture of a perfectly reflecting sphere in the environment where the viewer is infinitely far from the sphere.

source code (without jpeg.lib) and executable – 342kB

Program 18 – Radial blur

17.07.2002

018_radial_blur

source code and program – 77kB

Program 17 – Motion blur

09.07.2002

017_motion_blurUnlike cine-camera where fast moving objest are blurred, each image rendered in OpenGL is sharp. This causes discontinuous motion also above FPS.

source code (without jpeg.lib) and executable – 80kB