Hi!
The 5th part of our software rendering series is now online:
Part 5: Lighting
As you can see it's entirely in wiki form, so everybody is free to edit it! There is currently no source available but it is beeing worked on! We would be glad to here your comments :)
Thanks you and enjoy!
Software Rasterization School, Part 5
Started by Mihail121, Aug 26 2005 11:38 AM
6 replies to this topic
#1
Posted 26 August 2005 - 11:38 AM
#2
Posted 26 August 2005 - 03:36 PM
I didn't get a chance to say how good of an idea this is when I first saw it. (No devmaster account) I had an interest in software engines and polygon rasterization before and I'm glad someone (you) took the initiative to go forward and code a full set of tutorials for helping those who were like me.
Thanks! :cool:
Thanks! :cool:
#3
Posted 26 August 2005 - 06:05 PM
*thumbs up*
If Prolog is the answer, what is the question ?
#4
Posted 28 August 2005 - 07:06 AM
Very nice set of tutorials, thanks.
I believe software engines and raytracers in particular, are about to resurrect in an era of powerful hardware and multicore CPU's , so keep it up !
Uspeh;)
I believe software engines and raytracers in particular, are about to resurrect in an era of powerful hardware and multicore CPU's , so keep it up !
Uspeh;)
#5
Posted 28 August 2005 - 12:30 PM
Very nice!
By the way, this is hardly a software rendering tutorial, but more generally 3D rendering theory. This is essential information whether you're rendering with hardware or software. To program vertex shaders you pretty much need the same knowledge...
Keep it up!
By the way, this is hardly a software rendering tutorial, but more generally 3D rendering theory. This is essential information whether you're rendering with hardware or software. To program vertex shaders you pretty much need the same knowledge...
Keep it up!
#6
Posted 29 August 2005 - 01:24 PM
Yep, we mentioned that the article was trying to be generic so that readers don't get too strict about a specific way to do lighting. And since Mihail and I write a software rendering series, including our own take on lighting theory would complete the series much better than if we'd link to another boring article :)
#7
Posted 29 August 2005 - 04:17 PM
coelurus said:
Yep, we mentioned that the article was trying to be generic so that readers don't get too strict about a specific way to do lighting. And since Mihail and I write a software rendering series, including our own take on lighting theory would complete the series much better than if we'd link to another boring article :)
Exactly, i couldn't have said it better!! We've presented a 'possible' way to do it, but also try to show that it's not the only way. Because, after all, it is of great importance to understand that there is no 'right' or 'wrong' way - there is a way that works! :blush:
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