More ideas from Jacobus
Fantasy Gothic Girl With knife blood wallpaper

Bloody Mary By - Yvng Replaca (Prod. Lil C) by Yvng_Replaca on SoundCloud

Added shadow maps!!! Using a orthographic projection matrix i rendered the depth of the scene to a texture from the lights prespective and used that depth texture to check if the fragment is in shade or not. As you can see i added PCF filtering too

Using a orthographic projection matrix i rendered the depth of the scene to a texture from the lights prespective and used that depth texture to check if the fragment is in shade or not. As you can see i added PCF filtering too

Added support for multiple lights!! 6 at the moment... opengl complains when i make the light data array more than 6. still need to figure out why. As you can see each light has their own range, color and brightness it also works for the static objects.

Added support for multiple lights! opengl complains when i make the light data array more than still need to figure out why. As you can see each light has their own range, color and brightness it also works for the static objects.

Improved light calculations once again by checking the range of the light if its 0 then i use it as a directional light. I have improged the light calculations as well.

Improved light calculations once again by checking the range of the light if its 0 then i use it as a directional light. I have improged the light calculations as well.

Added support for muiltiple objects in one 3ds scene. Also added support for a light in the static object(rocks ect..)  shader. Did exactly the same thing with the static object that i did with the terrain except the static object only uses 1 diffuse texture, normal texture and specular texture

Added support for muiltiple objects in one 3ds scene. Also added support for a light in the static object(rocks ect..) shader. Did exactly the same thing with the static object that i did with the terrain except the static object only uses 1 diffuse texture, normal texture and specular texture

Improved lighting on the terrain by calculating the normals using the normal map and the tangent of the triangle(also needed to calculate this on model load)

Improved lighting on the terrain by calculating the normals using the normal map and the tangent of the triangle(also needed to calculate this on model load)

Added 3 normal maps and 3 specular maps to be sent to the terrain shader. Also added support fot a light. Calculated how much light a vertex recives by using the triangle normal(needed to calculate the normals on load) the terrain also uses the specular map to set the reflective ammout of a fragment.

Added 3 normal maps and 3 specular maps to be sent to the terrain shader. Also added support fot a light. Calculated how much light a vertex recives by using the triangle normal(needed to calculate the normals on load) the terrain also uses the specular map to set the reflective ammout of a fragment.

Devlog #3 loaded a terrain model. Also created a terrain shader that loads in 4 diffuse textures(1 diffuse is the blend factor. The blend factor uses rgb to check how much of the other diffuse textures should be drawn on the terrain model

Devlog loaded a terrain model. Also created a terrain shader that loads in 4 diffuse diffuse is the blend factor. The blend factor uses rgb to check how much of the other diffuse textures should be drawn on the terrain model

Devlog #2 the axe model in blender

Devlog the axe model in blender

Devlog #2 created a. 3ds importer and loaded an axe model i got from turbosquid

Devlog created a. importer and loaded an axe model i got from turbosquid