This demo shows how to get "chrome" effects using texture mapping and automatic texture coordinate generation. Two methods are shown, a 1D texture and a 2D texture. The 1D texture is a smooth color ramp of random colors in the scene. This technique is very impressive when the shiny object has high curvature or intricate detail (it isn't the actual reflection that's important, just the suggestion of high reflectivity). The texture map is simple and compact. The 2D texture is a fisheye-lens projection of the entire world (actually, in this example the projection is of a completely different, yet similarly colored world). Using this projection and 2D coordinate generation, simple "environment" mapping is demonstrated. The next level of sophistication would be to create an environment map using the actual scene; this could be done with a rendering pass of the database to a small image. usage: For 1D demo: gload -a -1 For 2D demo: gload -a -2
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cfb.c | ||
dram_stack.c | ||
dump.c | ||
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letters.c | ||
letters.h | ||
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static.c | ||
u64_tri.h | ||
u64_vtx.h | ||
zbuffer.c |