I’ve spent the last couple days trying to work out view-space vs world-space and how to incorporate lights into my shaders. It’s been difficult. The concept of a View space vs World space and when to use which is not a simple one. Anyway, I now have materials with specular maps and diffuse maps (and […]
Forgive how horribly stretched it looks, it’s due to the only cubemap of the earth I can find on google being created poorly, not due to my implementation. And here’s that same south pole, you can see how it’s not wedged in, it’s its own full texture. This is a much better result.
So, I read a couple of interesting articles about how to do cube mapping. The most straight-forward way I found was about using a cube to generate a sphere. This makes sense because you don’t need to do any insane math to work out the S,R and T coordinates of your cube texture. Well, that’s […]
UV Mapping a Sphere After another couple of hours I’ve figured out what UV coordinates are and have managed to texture my rotating sphere with earth. I’ve been reading that the best way to texture a sphere is with a Cube Map, so that’s the next thing to learn now. For example, if I move […]
Well, after learning a few things about OpenGL I’ve solved my problem via the GameDev.net forums and have produced a rotating, colourful sphere. This is important because it’s essentially… 1/3rd of the entire graphics needed for space stuff.
This is the beginning of a Dev Blog for a very ambitious project. It’s particularly ambitious considering that very few of my game projects (i.e. I nearly completed one) ever make it to a playable state. However I have learned over time that I’m good at getting a single aspect of it down and done. […]