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.
CS 330 Lecture 21 – Hello, Haskell
Agenda office hours: come find me anytime between 9 and 4 midterm discussion the problem with imperative languages: mutability functional languages Haskell implicit typing operators lists and ranges conditionals functions TODO Read http://www.haskell.org/haskellwiki/Introduction. Quarter sheet. Code test.hs
CS 455 Lecture 15 – Skyboxes, Environment Mapping, and Normal Maps
Before Class Skyboxes and Environment Maps Watch http://youtu.be/AOc42rtfwuI. Watch http://youtu.be/HdmRc7seDsg. Read section Simulating Reflection with Cubemaps in chapter 4 of your book, pp. 123-129. Normal Maps Watch http://youtu.be/3BI6J-TiC2A. Watch http://youtu.be/x7zUc38Zik0. Sadly, normal mapping is usually more complicated than presented in the videos. Read section Using Normal Maps in chapter 4 of your book, pp. 116-122. In Class Please work […]
Feature 8 Post Mortem
Applying textures to my terrain was actually more frustrating for me than it should have been. I thought that I had all of my textures ready to go, as there were a few of them that came with the obj files that I downloaded. However, for whatever reason, these textures refused to match up with […]
Feature 8 Post Mortem
This feature was fairly simple to implement. Using the code supplied by Chris Johnson, I simply had to read in the .ppm image for my texture and send it off to the shaders. One thing I had to worry about, was making sure my texture mapped to the terrain correctly. Because I felt it would […]
Feature 4 Post Mortem
This feature was not all that difficult to implement. I ran into some trouble trying to load the skybox texture initially, because I was already using a texture for the terrain. My renderer is not set up to handle multiple textures currently, and from what I could tell, would take quite a bit of modification […]
CS 330 Homework 5 – Fun Fun
See the PDF.
Feature 3 – Light Your Scene
This should be a pretty short post, because lighting is something that we have been doing for a while now. To light my scene, I am currently using a combination of diffuse, ambient, and specular lighting, depending on which objecting I am applying the light to. I still have pretty generic albedos for my objects, […]