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Lighting/Shading

Started by medevilenemy Dec 29, 2006 at 11:17 PM 1 replies 850+ views
Original Post
medevilenemy
medevilenemy
I've just released a new version of my game Project Phoenix (download from medevilenemy.f2o.org/pp.html), and I've been thinking... now that the game's features are pretty much finished, I'd rather like to make the game's 3D environment look more 3D. Can anyone suggest a relatively quick/easy way to implement a scheme to do this (the ships/asteroids/etc are all 3D models, but they look pretty 2D as it is except when they move to the side of the screen)? I really haven't the first Idea of how to do it. Also, feel free to comment on the game; all constructive suggestions, etc, are welcome.
There was a saying we had in college: Those who walk into the engineering building are never quite the same when they walk out.
medevilenemy
medevilenemy
I've just attempted implementing lighting as suggested by NeHe lesson 7 with no luck. If it matters, I'm using a form of Ranger_One's OBJ loader which I've modified to support bitmap textures.
There was a saying we had in college: Those who walk into the engineering building are never quite the same when they walk out.
medevilenemy
medevilenemy
I've played with the code a bit more, and it seems it was a matter of using

glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);

instead of

glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);



I've made the change and lighting works beautifully now. Now i'm just going to play with the lighting colors/settings.
There was a saying we had in college: Those who walk into the engineering building are never quite the same when they walk out.

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