Difference between revisions of "CellShadingNotes"
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* http://www.ogre3d.org/phpBB2/viewtopic.php?t=34864 | * 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=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 == | == other stuff about shaders == | ||
Line 39: | Line 41: | ||
* http://www.3dtotal.com/team/Tutorials/leafproject/leaf_6.asp | * 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 | generate mesh tangent vectors by code | ||
<pre> | <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); } }