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author | Kyle K <kylek389@gmail.com> | 2010-10-18 00:31:45 -0500 |
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committer | Kamil Kaminski <kamilkss@gmail.com> | 2010-10-18 00:31:45 -0500 |
commit | ea12bde39cddd38ddbce2397c99565b8cfc525c4 (patch) | |
tree | 9cc51e8048d24e43aed40d286898b2e81c9702de /sdl | |
parent | 8830c99152df55e674be75600e0a3dca1ac99e3e (diff) | |
download | GLPyramid-ea12bde39cddd38ddbce2397c99565b8cfc525c4.tar.gz GLPyramid-ea12bde39cddd38ddbce2397c99565b8cfc525c4.tar.bz2 GLPyramid-ea12bde39cddd38ddbce2397c99565b8cfc525c4.zip |
GL_todo.txt: new thoughts, commit below should read *GL_notes.txt*
Diffstat (limited to 'sdl')
-rw-r--r-- | sdl/GL_notes.txt | 4 | ||||
-rw-r--r-- | sdl/GL_todo.txt | 5 |
2 files changed, 5 insertions, 4 deletions
diff --git a/sdl/GL_notes.txt b/sdl/GL_notes.txt index f012068..29e2942 100644 --- a/sdl/GL_notes.txt +++ b/sdl/GL_notes.txt @@ -59,8 +59,8 @@ Pipeline Shadowmap - getting the depth buffer from lights point of view of the scene, we don't swap we only care about raw geometry - we regenerate the shadow map if the light or boject moves, or window size changes + we regenerate the shadow map if the light or object moves, or window size changes first we draw the scene with dim lighting, then we double the the values of lighting - one depth buffer is written to the backbuffer, we retrieve that into a texture, then + once depth buffer is written to the backbuffer, we retrieve that into a texture, then lots of magic is done to project the texture/shadow map back into the final scene diff --git a/sdl/GL_todo.txt b/sdl/GL_todo.txt index e269185..4c2303e 100644 --- a/sdl/GL_todo.txt +++ b/sdl/GL_todo.txt @@ -1,5 +1,6 @@ pass for now: -- cast a shadow +- cast a shadow | can be done using shadow map +- reflection, build on blending, needs stencil magic? | possible with shaders? wip: - extend m3d @@ -10,9 +11,9 @@ todo: - look at mesa's sources and borrow OSD stuff - GL error checking and extensions - split SDL -- reflection, build on blending, needs stencil magic? - draw inhabitants, that would accept a texture id - fps counter in seperate file, could draw to SDL surface +- remap the keys, so we can fly in the scene pyramid: - could do with 2 textures and practice generating and binding textures |