Here's a simple first-look at the engine. Currently it's showing the base texture and tangent-space surface normals of Sponza, a model used for tests (mainly lighting). The next step is to shift the normals into viewing space (using the transpose of the inverse of the transformation matrix, for reasons I neither understand nor need to), and use them to light the scene. This now works on GL2 (DX9-level) hardware, with ideas to extend to GL3.X (DX10) or GL4 (DX11) and add new features (re-building a high polygon count from a set of smaller points and a map - geometry shader).
Base texture |
Come next Sunday, I'll be camping and so may not have internet access. If that is the case I'll have a scheduled post prepared. With any luck it'll feature working lighting.
Fuck wasps.
Charlie
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