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OpenGL 3D Game Tutorial 11: Per-Pixel Lighting
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LWJGL tutorial series on how to create a 3D Java game with OpenGL!
This week we add per-pixel diffuse lighting to the game, making everything look that little bit more epic!
Common Problems:
- Make sure that you are calling bindAttributes() *before* glLinkProgram() in the ShaderProgram constructor. Also, check that you spelled the "in" variable names correctly in the "bindAttributes()" method in the StaticShader class.
-If your dragon seems to have lots of white and black patches then it could be one of 2 problems:
1. Your texture dimensions might not be powers of 2 (64x64, 128x128, 256x256 etc.)
2. If they are powers of 2 then try adding the following lines to the end of the loadTexture() method, just before returning the texture ID:
Source: Stanford University Computer Graphics Laboratory
Vector maths basics:
Dot product:
End of video music- Kai Engel, "Waking Stars":
This week we add per-pixel diffuse lighting to the game, making everything look that little bit more epic!
Common Problems:
- Make sure that you are calling bindAttributes() *before* glLinkProgram() in the ShaderProgram constructor. Also, check that you spelled the "in" variable names correctly in the "bindAttributes()" method in the StaticShader class.
-If your dragon seems to have lots of white and black patches then it could be one of 2 problems:
1. Your texture dimensions might not be powers of 2 (64x64, 128x128, 256x256 etc.)
2. If they are powers of 2 then try adding the following lines to the end of the loadTexture() method, just before returning the texture ID:
Source: Stanford University Computer Graphics Laboratory
Vector maths basics:
Dot product:
End of video music- Kai Engel, "Waking Stars":
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