This demo loads a Doom-3 level (using the .proc format) and renders the
level using portal-based visibility culling. I use the OpenGL Shading
Language (GLSL) to render the levels using the light-data loaded from
the .map files.
This demo is not a ‘perfect’ Doom-3 mapviewer, but more of an experiment
to find out how to use GLSL and render a lot of lights in realtime.
The standard shader renders the geometry using bumpmapping, diffuse and
specular lighting using specularmaps (no shadows!).
During the demo you can use the following keys:
B - shows the bounding boxes of the lights.
N - shows the bounding quads of the lights in screenspace.
M - cycles through the shaders defined in de scene.
You need GLSL capable hardware such as the Radeon 9500 and up and
GeForce FX 5200 and up to run this demo.
Full source code is included. You can find the demo
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It looks nice, but it looks like the textures you’re using aren’t very
detailed- if you’re using textures at all.
I don’t recognize the level, did you make it yourself? Good work on the
Hi, the demo uses 3 textures for each material (diffuse, bumpmap and
specularmap). I made the level and textures myself, so I could include
it with the download.