Back to the Future

posted in iLiNX
Published September 08, 2008
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I have been working on my iLiNX Engine until the end of May. At that time my Deferred OpenGL Renderer (DOGLR) could import Lightwave Object files with UVMaps and convert them to Vertex Buffer Objects. It reads TGA-files and stores them internally as Framebuffer Objects. DOGLR uses OpenGL Shading Language shaders. I also implemented Shadow Maps and Bloom.

Now I'm looking forward to continue with my project. To make my return to DOGLR easier I created these charts (pdf). First I want to model and texture four fantasy planets to explore the new features of DOGLR like normal maps, specularity maps and ambient occlusion maps. Afterwards I want to implement the rendering of decals as a forward rendering pass after the DOGLR part.

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Reading: The Time Ships by Steven Baxter
Watching: Startrek The Next Generation Season 4
Listening: Super Ready / Fragmente by The Young Gods
Surfing: Strange Horizons
Playing: NHL 2009 Demo (PS3)
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