My C++ based renderer, following https://github.com/ssloy/tinyrenderer as a reference
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updated shader to use specular map and tangent normals for shading/lighting
d2a5daeView on GitHubupdated model functions to load tangent normals, and return 4 dimensional vector
3bf06eaView on GitHubadded colored texture rendering. first draft of parameters used to render colored textures
06497b9View on GitHubrefactored shader to use normal mapping for across uv coordinates
624f5f3View on GitHubadded routines for obtaining normal from normal map using uv coordinates
7193ec7View on GitHubrefactored model to store faces that have vertex, normal, and texture index mappings. loaded in texture image and stored uv coordinates
eb74402View on GitHubadded reading normal vectors from .obj files, added curved geometry using barycentric interpolation of normal vectors. added TODO for potential future work
5db88bbView on GitHubcorrected computation of normal, light, reflection, and camera unit vectors by removing subtraction of position
8fb1b7cView on GitHubrefactored main to move transformation matrices into our_gl files, refactored render pipeline to more closely reflect opengl
2593f40View on GitHubfixed refactoring to use transformation matrices on vertices. refactored functions to accept templated types. fixed bug in depth buffer and converting to integer
06ff1daView on GitHubcreated loop to transform vertices using new matrices. TODO: remove transformVertices, as viewport transformation done already
0d8f73eView on GitHubfinished routines to generate transformation matrices for viewport, perspective, and looking at model from different camera positions
7d01fccView on GitHub