Thursday, August 4, 2016

Lurking from the Shadows

Finally! I figured out what the shadow blob needed in order to show up. Originally we wanted to reduce shadowing in the project, but there was no way to completely reduce shadows unless we got rid of them altogether. Enter the shadow blob, a quick way to vary a texture placed on a quad on a surface. Thing is, I had no idea the example used world position, not relative position. This meant the blob would only be at the height of 0 in world space each time. Now we have...a shadow blob!


As for extra project work, the memory manager's taken a side, as it really doesn't need too much else. What else to work with? Why not Vulkan? It's a strange and powerful API, so it might do me well to at least learn the basics.

No comments:

Post a Comment