Friday, February 15, 2013
Graphics Assigment 5
I have some problems with my 4th assignment, which I am planning to submit ASAP. So, I took Vaibhav Bhalerao's 4th assignment to do my 5th assignment on specular Lighting.
This was a simple concept and that's why I could do it in 2 hours. I mostly tried to do Phong specular lighting. As we had already normalized light direction in the 3rd assignment getting reflected light with hlsl command reflect() was a cakewalk. Next was getting the normalized eye position. As discussed in the lecture, the last row of the worldToView matrix is the camera's or eye's translation. I just copied almost the entire algorithm from the reference.
One thing I could not get right was the attenuation. I don't know if I was doing it right. when i tried using the attenuation value, every cube changed to white and lost textures.
Understanding and adding the entities and textures for more cubes was fairly easy as the code that I was working on was quite well structured.
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