• entries
    64
  • comments
    46
  • views
    80985

Three-point Lighting

Sign in to follow this  

978 views

[font=Arial]

This time, we are going to take the scene that we used for the

[/font]Shapes Demo[font=Arial]

, 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

[/font]Skull Demo[font=Arial]

, 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

[/font]https://github.com/ericrrichards/dx11.git[font=Arial]

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

[/font]
[font=Arial]

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

[/font]
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

Read More...
Sign in to follow this  


4 Comments


Recommended Comments

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

Share this comment


Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now