Here's a tech demo I "completed" (i.e. stopped working on) a couple of years back, which has a couple of nice features although it's quite dated now:
Same software, with a more organic-looking scene:
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Posted by johnchapman on 05 May 2014 - 03:05 PM
Posted by johnchapman on 19 July 2013 - 05:01 AM
Like Promit, I have a somewhat hacky preprocessor which manages #includes but not much else. For experimental and small scale projects you don't really need anything more. A serious renderer would probably require a more complete system for things like generating shader permutations. External #defines are a good mechanism for that sort of thing.
Posted by johnchapman on 09 March 2012 - 03:56 PM
Posted by johnchapman on 23 February 2012 - 12:17 PM
Posted by johnchapman on 22 February 2012 - 01:11 PM
Posted by johnchapman on 22 February 2012 - 12:22 PM
Posted by johnchapman on 22 February 2012 - 08:04 AM
Posted by johnchapman on 12 February 2012 - 02:39 PM
Ultimately though, what I'm currently doing is a temporary hack more than a final solution. I would ultimately like to find a way to have the object glow, but still receive color from other nearby glowing objects. Like it glows a particular color, but you see traces of another color on one side from another object nearby. That is the final result I want, but I don't yet have any idea how to get there.
Posted by johnchapman on 12 February 2012 - 03:32 AM
Posted by johnchapman on 03 September 2011 - 07:04 AM
Posted by johnchapman on 01 September 2011 - 11:08 AM
Posted by johnchapman on 28 August 2011 - 03:57 AM
1st, your diffuse has all perfectly lit green grass. So if you have a sunlight, you should calculate that first and put that in your diffuse buffer as well.
1. The albedo texture should be a combo of the material diffuse property and the objects texture?
2. No ambient material should be needed since it is usually the same as the diffuse property. Later i can add SSAO
3. And now there will be no emissive or specular color but instead a factor that will be multiplied by the light properties?
Only question that remains for me now is if the materials are now like this, will the light sources properties be similar or do they still retain their RGBA values
Posted by johnchapman on 27 August 2011 - 02:13 PM
Posted by johnchapman on 27 August 2011 - 10:04 AM
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