Skinned Meshes with Vertex Blending
Meet Derick, Derick is our first fully animated, textured, and position syncing model. Jonathan got him animated with Vertex Blending and wrote an API so …
Meet Derick, Derick is our first fully animated, textured, and position syncing model. Jonathan got him animated with Vertex Blending and wrote an API so …
So I have been doing a lot of background work in the code this past week. With only a few visual changes to the game. First, …
So I had to do some modification but the game now loads and manages the meshes and its textures. I know it’s not saying much …
So here I have been spending a few hours converting the many free meshes I’ve downloaded into a .x format for DirectX. The mesh in …
So here is another update on how my SSAO currently looks. I’ve been making some changes with how I’m calculating and storing the depth buffer and I’m very close …
So I have been working on my SSAO shader on the side for several months. Pretty much ever since my Graphics2 class ended. I have …
So working in my Junior Project group at school right now. I am technically a senior, but do to the lack of other seniors in …
So this is my attempt at an Screen Space Ambient Occlusion shader. It still has some issues with the randomly rotated vectors that I haven’t …
In this project I used a pure Red texture as the car’s texture. Then I combined a weighted reflection to get the combination of the …
This is a Pure Reflection shader that I created in DirectX 9 which takes it’s sample from the environment map.
Author: Westley Wood