Feature 4 Post Mortem
Adding a skybox to my scene was one of the simpler tasks I’ve done, although I had a couple problems. One was purely a human mistake, and the other I can’t really explain but I eventually worked around it. To start, I created a cube obj and a cube_map texture and linked them together with […]
Feature 1 – Matthew
For Feature 1 I just modified the ObjUtilities.cpp file to accept an OBJ fresh out of blender or your 3d modeling tool of choice. No longer do you have to go through and count the F’s and V’s, it does it for you! Here’s a screencast of the code, and a screenshot of the workspace […]
Feature 6 Post Mortem
Generating water for my walkabout wasn’t difficult, as most of the process involved following Dr. Johnson’s video, but there was one change I had to make that stumped me for a while. My water is simply a 2-dimensional plane that I sized so that it would fill one of the lower parts of my terrain. […]
CS 455 Lecture 17 – Water and Mirroring
Before Class Water Watch http://youtu.be/3IPB5xKvh1Q. Mirror Watch http://youtu.be/N5H17XTY9Nw. In Class Please work on your homework features.
Post Mortem Feature 3
This feature was rather easy. Chris supplied all of the code from his specular lighting video. The one mistake I did have was not normalizing the light_direction vector. That made the lighting look rather interesting, but not what I wanted. ttp://youtu.be/IRlxQfpEw-o
Feature 3
This feature adds specular lighting to my shuttle and water. The code for this is pretty straight forward, with changes only needing to be made to the fragment shaders. The only difference between the shaders is where the normal comes from. The shuttle’s normals are calculated by ObjUtilites and passed in as a uniform, and […]
Feature 8
This feature adds textures to the terrain and other objects. I already had added a texture to my terrain for previous features, so instead of doing nothing I added two more meshes that use textures, A space shuttle (credit to Jafit from blendswap.org for the mesh and texture) and water. The shuttle uses UV mapping […]
HW F.4 – Hannah
Hola! I have completed feature 4 by adding a skybox to my scene. Copying the code from Chris’s video wasn’t difficult. HOWEVER, trying to cut up a skybox cube map that I stole from online (props to Roel z’n Boel by the way) most definitely was. No matter what I tried (varying selections, cropping, scaling, […]
Feature 4 Post Mortem
Surrounding my terrain with a skybox was a pretty simple process, although I was able to make it difficult by overlooking a couple of syntax issues. I did most of the work before Chris posted his video, so I’ll have to cite the guys at stackoverflow and opengl.org. The code was essentially the same as […]
CS 455 Lecture 16 – Rendering to Textures and Noise
Before Class Rendering to Textures Watch http://youtu.be/0G83PDLoEIE. Watch http://youtu.be/VecElbd8LoU. Read section Rendering to a Texture in chapter 4 (pp. 143-148). Noise Watch http://youtu.be/DRddzJ1gxZs. Watch http://youtu.be/Tx-M0uSwpXQ. Read http://lodev.org/cgtutor/randomnoise.html. In Class Please work on your homework features.