MBow LWJGL FPS project #2

javaw 2013-04-09 21-47-18-57 javaw 2013-04-09 21-47-22-04

This time I started implement glsl shaders. Directional light per pixel shader was easy to implement (Lightouse3d shader, link below). But I had a lot of work  with bump mapping implementation(on screens you can see cube with bump mapping and without). I had problems with proper calculations for tangent space coordinates. They should be computed not in shader, so I calculate them when loading obj file, then I pass it as attribute into shader.

Here you can see how it looks:

Good bump mapping  tutorial:

http://www.fabiensanglard.net/bumpMapping/index.php

Directional Light per Pixel source:

http://www.lighthouse3d.com/tutorials/glsl-tutorial/directional-light-per-pixel/

Fisheye image source:

http://www.philohome.com/skycollec/skycollec.htm

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my interests: Game development (atm programming in java) 3D Graphics (Favourite program: Blender)

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Posted in Java Game Programming

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morrky

morrky

my interests: Game development (atm programming in java) 3D Graphics (Favourite program: Blender)

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