Normal mapping and Parallax mapping - OpenGL and GLSL

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Relief technique for 3D scenes. Normal Mapping and Parallax mapping applied to objects or scenes (.obj). Using OpenGL and GLSL

It was developed using:
1. OpenGL (API for the graphical display)
2. Glut (window manager)
3. C + + (language deprogramming)
4. Visual Studio 2008 (Programming Environment)

Development information:
Development time: 2 weeks
Fundamentals and Techniques in Computer Graphics - UCV Venezuela | 2011
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Greetings friend, thanks for commenting.

In my implementation I use GLSL. I also implemented glTexEnvf, but never for this purpose. In my humble opinion I think it would be rather complicated, remember that for the effect to be properly should handle some of the information in the tangent space.

Please let me know if you can do something with that approach is interesting.

luiyit
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Gordon Freeman was implemented... Half life 3 confirmed :O

QQjesus
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where id you take the textures, there are cyrllic letters that say "of every"

bernd_the_almighty
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Did you need to use shaders to accomplish this? I know that normal mapping can be done in a fragment shader, but I was wondering if it is viable to use this approach:

It looks like glTexEnvf can be used for things such as normal mapping? I am working with openGL ES 1.0 but If normal mapping is not available in 1.0 I might just use a fragment shader in 2.0

fallermatthew
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