Replies: 4 comments
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If it is still relevant:
https://github.com/solan-solan/HeightMap/tree/smooth_lod_passing |
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Thanks for the reply! Any help would be appreciated to convert the shaders Axmol 2.1 compatible since they crash at the start of the program:
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Looks like you try building glsl 1.0 shader for axmol glsl 3.0 configuration? |
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It was updated to the final axmol version, shader's migrated to glsl 3.0 |
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Axmol newbie here. For OpenGL there seems to be plenty of examples available, but Axmol is giving me some headaches. I have been planning a game that has a 3D world made from one big object (c3b) and then adding additional objects for player movement, etc.
I would appreciate feedback on the following topics:
Enabling transparency for a texture alpha channel: Would looping through all nodes and checking if their names contain the string "X" to then call getMaterial and set setTransparent(true) + getStateBlock().setCullFaceSide(CullFaceSide::NONE) be the correct and most efficient approach?
Reflections for the combination of everything visible on the screen: There is an example under the cpp-tests directory (47: Node: MeshRenderer -> CubeMap & Skybox Test), but how would I make it more complex to handle multiple objects on the screen?
Shadow mapping: How would I generate a depth buffer (framebuffer?) from the point of view of a light source (sun)?
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