Finished OpenGL shaders
Just finished porting the per-pixel shaders to OpenGL, as well as the normal+depth shader:
It was actually easier than to make the Direct3D shaders, since I already knew where the traps were!
Next step is to get render to texture working on D3D and OpenGL and see if I can use the results of a previous render on a new one… One more step towards ambient occlusion… This is so much work, I really hope it pays off in terms of visuals!
Now listening to “Trinity” by “Visions of Atlantis”
Link of the Day: Some indie studios really have good artists and with current tools there’s really no limit to what they can achieve… The line between AAA and indie becomes more and more blurred:
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