The purpose of this project was to provide a straightforward implementation of shadow volumes using the depth fail approach. The project is divided into the following sections: After loading an object, detect duplicate vertices. Build the object's edge list while identifying each face associated with an edge. Identify the profile edges from the perspective of …
In the previous post we discussed lighting and environment mapping, and our evaluation of the lighting contribution was performed in view space. Here we will discuss lighting in tangent space and extend our lighting model to include a normal map. If we apply a texture to a surface, then for every point in the texture …
In this post we will expand on our skybox project by adding an object to our scene for which we will evaluate lighting contributions and environment mapping. We will first make a quick edit to our Wavefront OBJ loader to utilize OpenGL's Vertex Buffer Object. Once we can render an object we will create a …
I realized in my previous posts the use of OpenGL wasn't up to spec. This post will attempt to implement skybox functionality using the more recent specifications. We'll use GLSL to implement a couple simple shaders. We will create an OpenGL program object to which we will bind our vertex and fragment shaders. A Vertex …