Per pixel lighting
Per pixel lighting
How can I use per pixel lighting without using parralax or bump on a mesh? (so only per pixel lighting).
Hmm thanks, I found this: http://wiki.truevision3d.com/hlsl_phong_sample
Don't know if its useful for Irrlicht, but hey. It's a start.
Don't know if its useful for Irrlicht, but hey. It's a start.
If you want, i can post my GLSL per pixel lighting shader. Diffuse lighting, up to 8 lights and supports both point and spot lights
Some Screens
Some Screens
irrRenderer 1.0
Height2Normal v. 2.1 - convert height maps to normal maps
Step back! I have a void pointer, and I'm not afraid to use it!
Height2Normal v. 2.1 - convert height maps to normal maps
Step back! I have a void pointer, and I'm not afraid to use it!
This looks like a pretty cool tutorial to at least show you the basics. Just know that with Irrlicht, you don't need to mess with techniques or passes. You specify the shader models in your call to IGPUProgrammingServices:addHighLevelShaderMaterial.roelor wrote:Hmm thanks, I found this: http://wiki.truevision3d.com/hlsl_phong_sample
Don't know if its useful for Irrlicht, but hey. It's a start.
Also know that the tutorial has you writing some extra code to show you how Phong shading works. There's a built-in HLSL function called lit that does a lot of the work for you. See http://msdn.microsoft.com/en-us/library ... S.85).aspx (highlight it and copy it into your URL bar, the Irrlicht forum doesn't hyperlink the whole thing when it hits parens for some reason).