Pardon me as I try and post this topic without a preview feature, and edit the markdown/bbc code as needed. I've been working on an open source block building game since Jaโฆ
2ย years, 10ย months ago
Pardon me as I try and post this topic without a preview feature, and edit the markdown/bbc code as needed. I've been working on an open source block building game since Jaโฆ
2ย years, 10ย months ago
7ย years, 1ย month ago
23 minutes ago, MJP said: Your diffuse term should be 0 at the cutoff, so you shouldn't able to see any shadows on that half of the sphere. How exactly are you contributing theโฆ
7ย years, 1ย month ago
So I've got an example here: And you can quite clearly see the ambient, diffuse and specular components of a basic phong shader model. You can then see some shadows from nearbyโฆ
7ย years, 1ย month ago
So I have a program that involves rendering a few models and some tessellated terrain, and allowing the user to navigate through it using wasd (R and F for vertical) keys and aโฆ
7ย years, 11ย months ago
8ย years, 5ย months ago
Pardon me as I try and post this topic without a preview feature, and edit the markdown/bbc code as needed. I've โฆ
2ย years, 10ย months ago
23 minutes ago, MJP said: Your diffuse term should be 0 at the cutoff, so you shouldn't able to see โฆ
7ย years, 1ย month ago
So I've got an example here: And you can quite clearly see the ambient, diffuse and specular components of a โฆ
7ย years, 1ย month ago
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