VS with diffuse and ambient lighting

This is just an update, not really meant to show how awesome it is or anything.  I managed to implement diffuse and ambient lighting (which I’ve done like 1000 times but can’t seem to locate the shaders for). I’ll get in specularity after a while with both vertex and pixel shaders. I’m also debating on implementing specular maps. There is an obvious tradeoff. If I eventually get my material system up and running, the object will be able to specify whether or not to use spec maps or have spec calculated.

Did implement a cool little pyramid object in the background though. I’m planning on working in lots of different lighting algorithms as well. Phong is popular, but the interesting thing is that they can all be per-vertex or per-pixel. So I will be implementing both so you can see side by side comparisons.

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