Three-point Lighting

Published August 04, 2013
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This time, we are going to take the scene that we used for the

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, and apply a three-point lighting shader. We'll replace the central sphere from the scene with the skull model that we loaded from a file in the

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, to make the scene a little more interesting. We will also do some work encapsulating our shader in a C# class, as we will be using this shader effect as a basis that we will extend when we look at texturing, blending and other effects. As always, the full code for this example can be found at my Github repository

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; the project for this example can be found in the DX11 solution under Examples/LitSkull.

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litskull1_thumb.png?imgmax=800litskull2_thumb.png?imgmax=800litskull3_thumb.png?imgmax=800

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Left to Right: Rendering the scene with 1 key light, rendering the scene with key and fill lights, rendering the scene with key, fill and back lights

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1 likes 4 comments

Comments

unbird

Watch your memory wink.png

August 04, 2013 05:46 PM
ericrrichards22

How so?

August 05, 2013 11:24 AM
unbird

You're leaking.

August 05, 2013 04:05 PM
ericrrichards22

Where, exactly? I'm not seeing any undisposed SlimDX objects, and Util.GetArray is freeing up the temporary pointer it allocates on the heap.

August 05, 2013 05:26 PM
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