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Per-pixel lighting

June 21st, 2005

I added lighting shaders to render lights per-pixel rather than per-vertex; This allows for diffuse and specular bump mapping as well as an unlimited number of light sources. I am going away for two weeks, but I will bring my computer so I can continue to work on this; though I might not be adding a major feature every day ...

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Optimizations

June 20th, 2005

I added view frustum culling (objects that are out of the field of view are not drawn) and a new form of frame coherency optimization. Basically it means that it only draws objects that have changed from your point of view, so the slower you are moving the faster your framerate will be. This is a proof of concept at ...

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Dynamic Cubemapping

June 19th, 2005

I added support for dynamic cubemapping. This means that reflection and refraction effects can be applied to other object in the scene, and not just skyboxes. For comments, see the original thread.

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Model loading

June 18th, 2005

I added a 3ds model loading class, and got a free male and female human model from the Open3Dproject. For comments, see the original thread.

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Skybox, Cube maps, Basic shaders

June 17th, 2005

I am back from my trip and started working on the Phoenix engine again! Today I added skyboxes and cube map reflections. I am also learning to use vertex shaders. Shiny! Squiggly vertex shader For comments, see the original thread.

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Tea!

June 8th, 2005

I just added motion blur and a depth-sorted particle system. I think I must be the first OpenGL developer to actually use these teapots properly 8) For comments, see the original thread.

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Lighting

June 7th, 2005

I started working on my new cross-platform engine, Phoenix, a few days ago, and have made a lot of progress on the basic framework. Most recently I have been working on dynamic lighting and shadowing; here are a couple screenshots of what I have been doing: For comments, see the original thread.

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