14 years, 6 months ago
Highlights
Community contributions featuredThis isn't a standard cube map. My cube faces are all on a single texture that's subdivided into an NxM grid. For each light, I render depth/shadow data to a viewport/ce…
14 years, 6 months ago
For my generic forward renderer, to reduce passes, I've implemented spot and directional shadow mapping using a texture atlas that's subdivided to support several lights…
14 years, 6 months ago
18 years, 4 months ago
I've written a generic animation system. I'm using MD5 and Ogre XML formats for test data. I can get MD5 meshes and animations to load, play, and render perfectly if I do my own…
20 years, 2 months ago
I have a generic skinning and animation system that I hope can support a few formats. Currently, I'm adding support for MD5. It was easy enough to get MD5 meshes, skeletons, and…
20 years, 3 months ago
Latest Activity
See all in DiscussionsThis isn't a standard cube map. My cube faces are all on a single texture that's subdivided into an NxM …
14 years, 6 months ago
For my generic forward renderer, to reduce passes, I've implemented spot and directional shadow mapping using a texture atlas that's …
14 years, 6 months ago
Quote:Original post by NumsgilQuote:Original post by BeastXYou're provided with an extensive list of free resources in the contest forum, as …
18 years, 4 months ago