Difference between revisions of "CellShadingNotes"

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(other stuff about shaders)
(normal and specular maps)
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== normal and specular maps ==
 
== normal and specular maps ==
  
 +
* ogre normalmapping demo
 
*http://www.ogre3d.org/phpBB2/viewtopic.php?t=28871&highlight=specular+map
 
*http://www.ogre3d.org/phpBB2/viewtopic.php?t=28871&highlight=specular+map
 
*http://www.ogre3d.org/phpBB2/viewtopic.php?t=30487&highlight=specular+map
 
*http://www.ogre3d.org/phpBB2/viewtopic.php?t=30487&highlight=specular+map
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*http://www.ogre3d.org/phpBB2/viewtopic.php?t=31523&highlight=specular+map
 
*http://www.ogre3d.org/phpBB2/viewtopic.php?t=31523&highlight=specular+map
 
*http://www.3dtotal.com/team/Tutorials/leafproject/leaf_6.asp
 
*http://www.3dtotal.com/team/Tutorials/leafproject/leaf_6.asp
 
  
 
== snippets ==
 
== snippets ==

Revision as of 17:19, 8 September 2007

a few notes about cellshading experiments.

discussion in our forum : http://freegamer.schattenkind.net/index.php?t=msg&th=209

links about celshading

other stuff about shaders

normal and specular maps

snippets

generate mesh tangent vectors by code

 void CEntity::SetGenerateTangents(const STRING &meshType)
   {
      MeshPtr pMesh = MeshManager::getSingleton().load(meshType,
         ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,   
         HardwareBuffer::HBU_DYNAMIC_WRITE_ONLY,
         HardwareBuffer::HBU_STATIC_WRITE_ONLY,
         true, true);

      unsigned short src, dest;
      if (!pMesh->suggestTangentVectorBuildParams(src, dest))
      {
         pMesh->buildTangentVectors(src, dest);
      }   
   }