I am updating my blog today because I will be leaving for Seattle tomorrow after my first class, so no time.
I have the obj loader in and working. The cubes and bunnies look like cubes and bunnies and I can read in color and shininess from mtl files.
Specular is also working:
I think. My formula for it might be wrong since I have changed it so much to test things that it is very very likely to not resemble at all any specularity formula.
I am trying now to get a texture in but it keeps breaking when I load it into a vbo. And coming to think of it, I am loading it to a vbo because that is what I did with the material, and the vertices, and so on. I don't know if the size is too large or I am giving it a wrong pointer to the texture. My loader gave me a bit of a fight before it finally gave in a loaded the texture in the first place.
Plan for next week:
- Get texture in
- Make lights ( I would like any ideas/suggestions/opinions on this matter since I am not sure yet how I can use lights in the shader (as in, getting them into the shader to use), where is were I am assuming the computations are made).
I have the obj loader in and working. The cubes and bunnies look like cubes and bunnies and I can read in color and shininess from mtl files.
Specular is also working:
I think. My formula for it might be wrong since I have changed it so much to test things that it is very very likely to not resemble at all any specularity formula.
I am trying now to get a texture in but it keeps breaking when I load it into a vbo. And coming to think of it, I am loading it to a vbo because that is what I did with the material, and the vertices, and so on. I don't know if the size is too large or I am giving it a wrong pointer to the texture. My loader gave me a bit of a fight before it finally gave in a loaded the texture in the first place.
Plan for next week:
- Get texture in
- Make lights ( I would like any ideas/suggestions/opinions on this matter since I am not sure yet how I can use lights in the shader (as in, getting them into the shader to use), where is were I am assuming the computations are made).
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