I am trying to implement specular and diffuse lighting for a simple sphere ray tracing application, but I am having problems with my vectors.
I am working on creating an object loader for use with iOS, I have managed to load the vertices, normals and face data from and OBJ file, and then place this data into arrays for reconstructing the ob
So, I\'ve gotten to basic lighting in my OpenGL learning quest. Imagine this simplest lighting model. Each vertex has a position, color, and normal. The shader gets the ModelViewProjection matrix (M
What would be the best way to provide realtime lighting in an OpenGL terrain scene? The level of detail between of each quad will be generated dynamically as it is subdivided as it zooms in, so a pre-
I\'m developing an OpenGL 2.1 application using shaders and I\'m having a problem with my per-fragment lighting. The lighting is correct when my scene initial loads, but as I navigate around the scene
I\'ve written several Android apps, but this is my first experience with 3D programming. I\'ve created a room (4 walls, ceiling and floor) with a couple objects inside and am able to move the camera开
I am trying to make a custom light shader and was trying a lot of different things over time. Some of the solutions I found work better, others worse. For this question I\'m using the solution which w
Making a prototype for a platformer that uses moving and stationary light sources and encountering some tricky problems and just basically looking for some sort of workaround or alternate solution.
I have written the following program to display a teapot on a table in a room with 2side walls and a floor.
I have model assets that are untextured and I am tired of rendering them as black without lighting. This is because if texture id 0 is bound and I ask the sampler it tells me its black. Later leading