From ea12bde39cddd38ddbce2397c99565b8cfc525c4 Mon Sep 17 00:00:00 2001 From: Kyle K Date: Mon, 18 Oct 2010 00:31:45 -0500 Subject: GL_todo.txt: new thoughts, commit below should read *GL_notes.txt* --- sdl/GL_notes.txt | 4 ++-- 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 -- cgit v1.2.3