I dont know where else to turn to but the Celestia community on this so Im begging here for help!
I have spent a friggin week looking for some decent non moron foundation class using tutorials on dot3 bumpmapping in open gl using a sphere. Now if I were to use the predefined quadric glusphere could I still map a normal map on it without having a vertex buffer predifined? I am guessing no so I need a tutorial using a sphere...Ive found TONS using MFC garbage...I am using glut which is the best I can get past the windows api...
Sorry if I offend the MFC users but its a worthless and useless and overcombersome and unintellegable unportable set of calls..I doubt even microsoft uses the garbage... I could just give in and use it and next week everything goes to linux...
You know I bet if I had linux loaded and did a search on Google I would find them...I think the net assumes that windows users prefer using MFC...And sadly thier right....
Rant over...I just need some pointing in the right direction...Thanks!
Good OpenGL Tutorials
Good OpenGL Tutorials
I'm trying to teach the cavemen how to play scrabble, its uphill work. The only word they know is Uhh and they dont know how to spell it!
Ive stepped back from normal mapping as its a friggin nightmare....
I found a good forum for learning OpenGL: http://gamedev.net Ive spent the last week there learning the ins and outs of certain things in OpenGL...Ive learned that sometimes its better NOT to reivent the wheel as a learning process otherwise you could suffer irrevutable brain damage...
In any rate heres a shot of my OpenGL efforts so far...
http://celestialvisions.net/pics/prj01.jpg
Ive implemented thus far
*simple cloud shadows
*screenshots
*camera movement and rotate with mouse
*skybox
*loading and saving of tga files
I still want to implement
*dot3 bump mapping
*specular mapping
*SOAR terrain engine tresselation of a sphere (BIG project)
*animated multi texturing for better cloud shadows.
*infinate universe with no limitation on distance as in Celestia (I think I got it figured out Chris and its based on your idea of a center point def for each star defined. The camera will leave the star system and a scale will be implemented to make the appearence of distance travelled thus overcoming the light positioning problem in OpenGL( I still wonder why all other plotting systems use double except this!)
The list goes on...
I found a good forum for learning OpenGL: http://gamedev.net Ive spent the last week there learning the ins and outs of certain things in OpenGL...Ive learned that sometimes its better NOT to reivent the wheel as a learning process otherwise you could suffer irrevutable brain damage...
In any rate heres a shot of my OpenGL efforts so far...
http://celestialvisions.net/pics/prj01.jpg
Ive implemented thus far
*simple cloud shadows
*screenshots
*camera movement and rotate with mouse
*skybox
*loading and saving of tga files
I still want to implement
*dot3 bump mapping
*specular mapping
*SOAR terrain engine tresselation of a sphere (BIG project)
*animated multi texturing for better cloud shadows.
*infinate universe with no limitation on distance as in Celestia (I think I got it figured out Chris and its based on your idea of a center point def for each star defined. The camera will leave the star system and a scale will be implemented to make the appearence of distance travelled thus overcoming the light positioning problem in OpenGL( I still wonder why all other plotting systems use double except this!)
The list goes on...
I'm trying to teach the cavemen how to play scrabble, its uphill work. The only word they know is Uhh and they dont know how to spell it!