Feature 8 Post Mortem
Before I begin describing this feature, I’d like to note that I caught a mistake involving my water. After hearing other people talk about it, I realized that the reflection on my water wasn’t changing as the camera moved. After a few attempts, I managed to fix it, and now my water reflects different skybox […]
Feature 5 Post Mortem – Conor
This is the post mortem for my camera feature. While implementing a camera for my scene, the only resource that I used was the video that Chris provided. This was fine for simply moving around the scene, but I needed to extend the camera to auto-adjust itself based on terrain height. In order to accomplish […]
HW F.5 – Hannah
I completed Feature 5. I have had the ability to move around my scene for a long time, but I haven’t been moving with the contour of the terrain until this submission. I had a hard time conceptualizing how to make that happen, and I give credit to all of those who completed this feature before me, […]
Feature 4
If I followed the video correctly that Chris posted about this it would have been a lot easier. However I decided to ignore the fact that you need an image that is square. Debugging this issue really wasn’t easy. I ripped apart all of my code and was still clueless since everything compiles okay and […]
Feature 6
My biggest challenge this time was correctly reflecting the skybox off the water. The vector that needs to be reflected is the direction from the camera to the world position. There was no way to get this with the shaders written in the water tutorial video. Passing in the camera’s position as a uniform was […]
Feature 6 Post Mortem
In order to implement this feature, I decided it best to totally rework my landscape to better integrate a source of water into the scene. This was the result of some brief fiddling around in GIMP, making a height map and corresponding texture: Up close, the water looks more like this: This feature took quite […]
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. […]
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