Wednesday, August 11, 2010

NextGenRacer - Rendering


What I am most proud of is the OpenGL rendering engine I implemented for our game. I implemented a per pixel Blinn-Phong GLSL Shader for the lighting that could calculate the effect of up to 8 lights (Point, Directional and Spot) per Game Object, which meant I could pretty much have as many lights as I wanted in my scene. Not having written any GLSL Shaders before, and being it was 4th year notions, I’m really happy with the fact that I implemented it in the last week before the final deadline and that it worked. The rendering pipeline also supported transparency, billboards, animated textures and a skybox with moving clouds.


0 comments:

Post a Comment