Feature 4 – Kevin
feature 4 wasn’t too hard to implement. After following the video lecture i cut up a space cube that i found online and used that in my skybox. http://www.youtube.com/watch?v=ws6EReLYyyg
feature
Reads in diamond-square generated terrain obj file, displays in window. Basic lighting makes it easier to see terrain. Meant to look like a mountaintop view over a canyon.
Feature 4 – Matthew
This was the bane of my existence the past few weeks. I bashed my skull against my machine for two weeks trying to figure out why Skyboxes wouldn’t work. Turns out, had to turn GL_CULL_FACES off. After that, code was straight from the video. One obstacle here was that my MacBook Pro is dying, and […]
Feature 3 – Matthew
Spectacular lighting! It wasn’t hard at all, the code was just straight out of the video. I don’t think I had to make one change. I did tweak the shininess, because Steve started looking inky black. So now he’s more of a pewter color. [youtube http://www.youtube.com/watch?v=7_cx40nhNRM?rel=0&w=560&h=315]
Feature 4- Spencer
Getting a skybox around my terrain proved a little more difficult than just following the video. For the most part that’s where the majority of the code came from, but I ran into a problem where for some reason I had to disable cull faces in order for the skybox to appear everywhere. Some code […]
Feature 3- Spencer
Getting lighting and specular highlights working wasn’t too difficult. I got all of the code for the shader from the video, and the rest was as simple as reading in an obj. Some shader code Some reading in code And a video of it in action [youtube http://www.youtube.com/watch?v=ZWehpoXo7Pc]
HW F.11 – Hannah
Last post: I now have shadows! I followed the video for planar shadows, taking Chris’s hint that the technique would be great for, say, a football field… This also went smoothly by following the video. At first they were showing up super long, and then Corey helped me realize that the light source was too […]
HW F.7 – Hannah
My scene is now foggy. I followed the second video of doing fog, and it went very smoothly. I also looked at Zach’s post which clued me in on how to align the fog planes with the camera view. Finally, I tweaked the fogginess variables (like distance between planes, speed of wind, etc.) until I […]
Feature 10
For this feature, I decided to make my scene more immersive by adding thousands of stars in the not-so-far distance. I decided to use the non-geoshader method. Once I correctly set and used all of the regular attributes, I was seeing stars in no time at all. Here’s two images of some relevant code: http://imgur.com/a/dokDD#0 Lines […]
Feature 7
The fog was pretty simple to implement. Following the video Chris posted gave me the basic setup….. really all of it. I just needed to change the size of the rectangles to make the fog cover all of my terrain, or at least one side of the terrain. Implementing fog was a lot like water […]