taby said:
It already makes a difference on the knight character… the axe and helmet are shiny
We… Demand… Images!
taby said:
It already makes a difference on the knight character… the axe and helmet are shiny
We… Demand… Images!
My current blog on programming, linux and stuff - http://gameprogrammerdiary.blogspot.com
It sure is a bit hard to spot the difference : )
But i guess with animation the effect is more noticeable.
You're right. It gets more noticeable when the shininess factor is set to 0.01 instead of 100.0.
I'm working on the terrain right now. It's simple… I'll be making a chessboard, where the white squares are not specular, and the black squares are specular. It will make the difference very noticeable in one screenshot alone.
Any idea how to make a chessboard? :D I found this: https://www.geeksforgeeks.org/draw-a-chess-board-using-graphics-programming-in-c/ and this http://opencv-code.blogspot.com/2016/12/how-to-draw-chessboard-like-pattern-opencv-cplusplus-drawings.html
taby said:
Any idea how to make a chessboard? :D
You need to alternate two colors. Like for example orange.
:D
Well, I'm having grief with the voxel exporter that I'm trying.
As you can see, the voxels that should be black are empty.
The code is at:
https://github.com/sjhalayka/chessboard
I somehow got the chess board working.
Now, if I make it larger than 127 in size, it breaks the obj up into pieces. While it's not a showstopper, it is kind of a pain. So thankfully, C++ has file listing support, so I can just merge all of the pieces when the app loads.
Don't get me wrong… MagicaVoxel is awesome!!
taby said:
Now, if I make it larger than 127 in size, it breaks the obj up into pieces.
That's a necessary feature i would say. You can use it to do frustum culling, faster collision detection, streaming open worlds, etc.
But ofc. there should be a parameter to set the chunk size.
yeah, I’m over it now. Lol. it’s all good! such a wonderful tool, MagcaVoxel.