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Lighting, Normals, Materials

Open davispuh opened this issue 10 years ago • 3 comments

Really awesome tutorial and thanks! but there isn't any mention of lighting, normals nor materials. I consider them to be quite important.

davispuh avatar Apr 20 '14 00:04 davispuh

Those are subjects I plan to cover in the future when I have more time.

My intent was for the tutorial to cover most of the features of OpenGL and show at least one use case for each of them. The things you mention aren't directly tied to the underlying graphics library. I could explain how to do shadow mapping, for example, in a way that you could then implement with either Direct3D or OpenGL. That's why they have a lower priority for now.

Overv avatar Apr 20 '14 00:04 Overv

What about using lighting/normals as an example to introduce a new topic: G-buffers/multiple render targets for deferred shading? Or would that be too much for a single tutorial?

luiscubal avatar Apr 20 '14 01:04 luiscubal

Maybe, I'll think about it. On Apr 20, 2014 3:41 AM, "Luís Reis" [email protected] wrote:

What about using lighting/normals as an example to introduce a new topic: G-buffers/multiple render targets for deferred shading? Or would that be too much for a single tutorial?

— Reply to this email directly or view it on GitHubhttps://github.com/Overv/Open.GL/issues/23#issuecomment-40885487 .

Overv avatar Apr 20 '14 12:04 Overv