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Real-time per-pixel lighting demo

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Hey guys, Here's a cool demo for you to try... GLSL lighting. Per-pixel positional diffuse This one is per-vertex directional diffuse. Not much difference in quality to per-pixel because there's a high vertex count Per-pixel positional specular. I've got to play with the specular shader a bit, it's nowhere near shiny enough. Per-pixel positional diffuse Per-vertex positional diffuse... colored green :) Per-pixel positional specular... colored blue :) This is real-time GLSL shading. I've implemented directional, positional, per-pixel, per-vertex, diffuse and specular lighting. With this demo you may mix and match any combination of those features to see how they look and perform, and I've included a map and a landscape model for you to switch between to provide different scenarios for the lighting simulation. I also allow you to dynamically change almost every lighting parameter; the color, the specular exponent value, the distance attenuation factor and more. I even allow you to tap the up and down arrows to change the texture on the fly. Note the required shaders that your video card will need to implement: GL_ARB_vertex_shader, GL_ARB_fragment_shader, GL_ARB_shader_objects, GL_ARB_shading_language_100 Grab it from my site Here's a direct link Let me know how it goes, I'm gunna go play with my specular code ... I'm not happy with it currently.

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Successfully tested on the following cards so far...

nVidia GeForce 7300SE/7200 GS
ATI Radeon X300/X550/X1050 Series

Failed to work on the following...

Mobile Intel(R) 915GM/GMS, 910GML Express Chipset

[Edited by - DamianOmen on June 23, 2008 8:56:46 PM]

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