Posts by BK:

Chapter 36. “Glass” effect

The model is almost ready. Two remaining missing pieces are: For clear-film we don’t even need to write a new shader. We will use our “mirror” shader (as for gilded prints) with white noise as a main texture (uTex0) and will “translate” it to semi-transparent 8×1 texture glass01.bmp (uTex3), imitating glass reflection. It’s a plain […]

OpenGL ES vs Vulkan vs Angle

Tags: OpenGL ES, Vulkan, ANGLE, Metal, Cross-Platform Development, Graphics API, Software Architecture, Portability, WebGL, Game Engine Design I’ll admit, I had my doubts about my initial choice of OpenGL ES: After digging deeper, I finally have some answers. Vulkan: The Powerhouse Is it good? In short: yes. However, my primary interest is portability, and that […]

Visual Studio: the file contains a virus?!

A few days ago I started receiving the following messages from Windows Defender: Microsoft Visual Studio: Unable to start program ‘C:\CPP\…\w.exe’. Operation did not complete successfully because the file contains a virus or potentially unwanted software. At the beginning it didn’t bother me much, since project rebuild usually helped. But finally Defender “promoted” me (along […]

Chapter 34. Adjusting Material

We are STILL trying to “draw” the joint (slit) between the pack and the lid, as a small normal map applied to existing textured mesh’s fragment. At this point we do have fragments with their own “native” Materials. In the last sample we just replaced them (Materials) by Phong green. Instead we need to use native Materials, but with added […]

Chapter 33. Polygons Intersection

Just a friendly reminder: we are still trying to “draw” the joint (slit) between the pack and the lid, as a small normal map applied to existing textured mesh’s fragment. Like this: In previous chapter we implemented a concept of selecting and manipulating “marked vertices/triangles groups“. So, now we can select one (in this sample – “box_right”), duplicate […]

Chapter 31. Normal maps

Now I want to make gilded blazon and “Marlboro” sign on the front embossed. For this we’ll use Normal Maps. That’s a bluish images on the right: To burn them I used NormalMap-Online website. Default settings are for DirectX. For OpenGL – checkmark Invert R Click on the left picture to upload your own. You […]

Chapter 30. Vertex group manipulations

Here I want to add gilded (golden) prints on the pack. For this we will need a way to modify projection’s size and position (initially defined by VirtualShape). Our new root01.txt will be: 1. Copy this code to a Text Editor and save it (overwrite) to/as C:\CPP\a997modeler\dt\models\misc\marlboro01\root01.txt Please note: In previous samples we used gold01.bmp texture. But […]