You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
{{ message }}
This repository has been archived by the owner on Mar 29, 2019. It is now read-only.
Most of the the basic rendering systems are in place, with the exception of framebuffers and post processing systems, but we still lack a simple lighting shading system that allows us to place and move lights on the screen. In summary, we need:
A base Light class to encapsulate all light propeties, such as position, brightness, etc
Specific light casters, such as point lights, directional light and spotlight (see Light Casters for the basic theoy and implentation)
Deffered shading is an interesting technique to implement, since it will also open the doors to other rendering techniques and post-processing techniques. Framebuffers are partially implemented, but need to be integrated into the current pipeline.
The text was updated successfully, but these errors were encountered:
Shadow mapping is in the works, but there seems to be an issue with defining the light view fustrum. Since sunlight is being simulated by directional lights, I'm using orthographic projection to calculate the view frustum of the light, but when I try to render the depth map to a texture, it is all white. Maybe there is some issue with the positioning of the light source or the direction it should be flowing to.
Shadow mapping still presenting problems (not showing at all). Maybe there is a problem in setup or on the projection calculation, but not sure yet. Got frustrated and put it on hold for a while.
Sign up for freeto subscribe to this conversation on GitHub.
Already have an account?
Sign in.
Most of the the basic rendering systems are in place, with the exception of framebuffers and post processing systems, but we still lack a simple lighting shading system that allows us to place and move lights on the screen. In summary, we need:
Deffered shading is an interesting technique to implement, since it will also open the doors to other rendering techniques and post-processing techniques. Framebuffers are partially implemented, but need to be integrated into the current pipeline.
The text was updated successfully, but these errors were encountered: