12-14-2020, 02:54 PM
(This post was last modified: 12-14-2020, 08:19 PM by Brian Beuken.)
Still having a few issues with lighting, I'm not totally sure I've got the transforms done in the right place, but until I can add a proper moving camera and can visualise the light source this is the best I can do.
This is an example of vertex lighting using a moving light source going back and forward
Its a simple diffuse, specular and emmisive set of textures.
I could add normal/bump mapping to it, but on a vertex based shader thats a bit pointless.....but that is the next thing to investigate when I go to fragment shading.
I want to compare performance with this vertex based method against a fragment based method.. Vertex lighting is usually faster than fragment lighting but it does depend on how many pixels are being drawn.
This is on a Pi4, but still using OpenGLES2.0 GLSL1.0 shaders
it is pretty
This is an example of vertex lighting using a moving light source going back and forward
Its a simple diffuse, specular and emmisive set of textures.
I could add normal/bump mapping to it, but on a vertex based shader thats a bit pointless.....but that is the next thing to investigate when I go to fragment shading.
I want to compare performance with this vertex based method against a fragment based method.. Vertex lighting is usually faster than fragment lighting but it does depend on how many pixels are being drawn.
This is on a Pi4, but still using OpenGLES2.0 GLSL1.0 shaders
it is pretty
Brian Beuken
Lecturer in Game Programming at Breda University of Applied Sciences.
Author of The Fundamentals of C/C++ Game Programming: Using Target-based Development on SBC's
Lecturer in Game Programming at Breda University of Applied Sciences.
Author of The Fundamentals of C/C++ Game Programming: Using Target-based Development on SBC's