Monday, 13 June 2011

Shaders Aren't Easy

What I've done there is failed. 
I'm afraid there isn't going to be a substantial post today - I'm just going to show what little progress I've actually made on an "engine" (term used loosely) - my code can import a texture and show it on a slightly-mutated ex-square. Colours are a work in progress, and it's also using a complete hack to set the texture coordinates, but I think it shows that I'm not far off doing "useful" things in OpenGL. It's not going to win any awards for pretty code (once I have model importing, basic illumination and muti-texturing sorted, I can start writing pretty, fast and flexible stuff), but it's all practice and experience in the graphics language.

The texture on the right is the original, the two on the left are various attempts (guesses) at the right colour profile.

I've managed to keep the performance, at least...


"Failure is just delayed success". Is what failures say.
Charlie

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