Difference between revisions of "CellShadingNotes"
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discussion in our forum : http://freegamer.schattenkind.net/index.php?t=msg&th=209 | discussion in our forum : http://freegamer.schattenkind.net/index.php?t=msg&th=209 | ||
| + | |||
| + | == links about celshading == | ||
* cel shading effect in gtkradiant 1.5.0 for warsow, q2 map script ? | * cel shading effect in gtkradiant 1.5.0 for warsow, q2 map script ? | ||
** http://www.warsow.net/forum/viewtopic.php?id=8872 | ** http://www.warsow.net/forum/viewtopic.php?id=8872 | ||
* description in wikipedia : http://en.wikipedia.org/wiki/Cel-shaded_animation | * description in wikipedia : http://en.wikipedia.org/wiki/Cel-shaded_animation | ||
| − | |||
* nehe opengl celshading tutorial : http://nehe.gamedev.net/data/lessons/lesson.asp?lesson=37 | * nehe opengl celshading tutorial : http://nehe.gamedev.net/data/lessons/lesson.asp?lesson=37 | ||
| + | * article on gamedev.net : http://www.gamedev.net/reference/programming/features/celshading/ | ||
| + | * http://www.ogre3d.org/phpBB2/viewtopic.php?t=34864 | ||
| + | * http://www.ogre3d.org/phpBB2/viewtopic.php?t=31334 Cel Shading and Texture | ||
| + | * http://www.ogre3d.org/phpBB2/viewtopic.php?t=35259&highlight= | ||
| + | * [http://g3d-cpp.sourceforge.net/gallery-robot.jpg cels-shader shot] todo : look if this shader is available under bsd license | ||
| + | |||
| + | == other stuff about shaders == | ||
| + | |||
* nehe glsl tutorial (not specifically celshading) : http://nehe.gamedev.net/data/articles/article.asp?article=21 | * nehe glsl tutorial (not specifically celshading) : http://nehe.gamedev.net/data/articles/article.asp?article=21 | ||
* there might be some samples in http://www.ogre3d.org/docs/manual/manual_toc.html | * there might be some samples in http://www.ogre3d.org/docs/manual/manual_toc.html | ||
| − | |||
* http://frustum.org/3d/ | * http://frustum.org/3d/ | ||
* http://esprit.campus.luth.se/~humus/3D/ | * http://esprit.campus.luth.se/~humus/3D/ | ||
| + | * http://www.ogre3d.org/wiki/index.php/CodeSnippits#Shaders | ||
| + | * http://ghoulsblade.schattenkind.net/wiki/index.php/Techlinks | ||
| + | * http://www.ogre3d.org/phpBB2/viewtopic.php?t=3375 | ||
| + | * http://developer.nvidia.com/object/fx_composer_home.html#2 | ||
| + | * http://www.delphi3d.net/index.php | ||
| + | * http://libsh.sourceforge.net/shaders/ | ||
| + | * http://www.cgl.uwaterloo.ca/Projects/rendering/Papers/ | ||
| + | * http://www.cgshaders.org/shaders/ | ||
| + | * http://www.beyond3d.com/forum/viewtopic.php?start=20&t=4386 | ||
| + | * http://www.ati.com/developer/gdc/D3DTutorial10_Half-Life2_Shading.pdf | ||
| + | * http://www.ati.com/developer/gdc/D3D_Tutorial_Richard_Optimsations.pdf | ||
| + | * http://shadertech.com/contest/ | ||
| + | * http://www.opengl.org/discussion_boards/cgi_directory/ultimatebb.cgi?ubb=get_topic;f=3;t=012674 (cloud rendering) | ||
| + | * http://download.nvidia.com/developer/SDK/Individual_Samples/samples.html | ||
| + | * http://developer.nvidia.com/object/gdc_2005_presentations.html | ||
| + | * http://www.ati.com/developer/techpapers.html#gdc05 | ||
| + | * http://www.terathon.com/index.html | ||
| + | * http://www.gamasutra.com/features/19981009/multitexturing_01.htm specular (light) map | ||
| + | * http://www.3dtotal.com/team/Tutorials/leafproject/leaf_6.asp | ||
| + | |||
| + | == 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=30487&highlight=specular+map | ||
| + | *http://www.ogre3d.org/phpBB2/viewtopic.php?t=29685&highlight=specular+map | ||
| + | *http://www.ogre3d.org/phpBB2/viewtopic.php?t=30803&highlight=specular+map | ||
| + | *http://www.3dtotal.com/team/Tutorials/leafproject/leaf_6.asp | ||
| + | |||
| + | == snippets == | ||
| + | generate mesh tangent vectors by code | ||
| + | <pre> | ||
| + | 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); | ||
| + | } | ||
| + | } | ||
| + | </pre> | ||
Latest revision as of 01:13, 14 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
- cel shading effect in gtkradiant 1.5.0 for warsow, q2 map script ?
- description in wikipedia : http://en.wikipedia.org/wiki/Cel-shaded_animation
- nehe opengl celshading tutorial : http://nehe.gamedev.net/data/lessons/lesson.asp?lesson=37
- article on gamedev.net : http://www.gamedev.net/reference/programming/features/celshading/
- http://www.ogre3d.org/phpBB2/viewtopic.php?t=34864
- http://www.ogre3d.org/phpBB2/viewtopic.php?t=31334 Cel Shading and Texture
- http://www.ogre3d.org/phpBB2/viewtopic.php?t=35259&highlight=
- cels-shader shot todo : look if this shader is available under bsd license
other stuff about shaders
- nehe glsl tutorial (not specifically celshading) : http://nehe.gamedev.net/data/articles/article.asp?article=21
- there might be some samples in http://www.ogre3d.org/docs/manual/manual_toc.html
- http://frustum.org/3d/
- http://esprit.campus.luth.se/~humus/3D/
- http://www.ogre3d.org/wiki/index.php/CodeSnippits#Shaders
- http://ghoulsblade.schattenkind.net/wiki/index.php/Techlinks
- http://www.ogre3d.org/phpBB2/viewtopic.php?t=3375
- http://developer.nvidia.com/object/fx_composer_home.html#2
- http://www.delphi3d.net/index.php
- http://libsh.sourceforge.net/shaders/
- http://www.cgl.uwaterloo.ca/Projects/rendering/Papers/
- http://www.cgshaders.org/shaders/
- http://www.beyond3d.com/forum/viewtopic.php?start=20&t=4386
- http://www.ati.com/developer/gdc/D3DTutorial10_Half-Life2_Shading.pdf
- http://www.ati.com/developer/gdc/D3D_Tutorial_Richard_Optimsations.pdf
- http://shadertech.com/contest/
- http://www.opengl.org/discussion_boards/cgi_directory/ultimatebb.cgi?ubb=get_topic;f=3;t=012674 (cloud rendering)
- http://download.nvidia.com/developer/SDK/Individual_Samples/samples.html
- http://developer.nvidia.com/object/gdc_2005_presentations.html
- http://www.ati.com/developer/techpapers.html#gdc05
- http://www.terathon.com/index.html
- http://www.gamasutra.com/features/19981009/multitexturing_01.htm specular (light) map
- http://www.3dtotal.com/team/Tutorials/leafproject/leaf_6.asp
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=30487&highlight=specular+map
- http://www.ogre3d.org/phpBB2/viewtopic.php?t=29685&highlight=specular+map
- http://www.ogre3d.org/phpBB2/viewtopic.php?t=30803&highlight=specular+map
- http://www.3dtotal.com/team/Tutorials/leafproject/leaf_6.asp
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);
}
}