Graphical Improvements and Terrestrial Planet Generation

I’ve been working some more on graphics for my randomly generated terrestrial planet. I’ve now implemented a bump map. I’m not 100% happy with the effect, it’s really very blocky, but I think it will do for now. There might be some tricks I can do like bi-cubic sampling the height-field or something like that.

Scrolling Box Complete

I’m pretty sure I’m now 99% complete with the scrolling boxes. There were a couple of bugs; one which was interesting. Because the ¬†box essentially draws its contents onto a render texture, the render texture created is the size of the screen. Then, as the box is scrolled, basically the region of this texture that’s […]

Displaying Text + UI

I’ve spent quite some time investigating the various Text/Font libraries for both SDL and OpenGL. I first looked at SDL_ttf which seemed like the most obvious choice. Unfortunately I could either not get it to compile, or when I did it just threw errors when I tried to use it. I also took a look […]

Camera + specular-map lighting + more

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 […]