July 2015
Intermediate to advanced
912 pages
25h 5m
English
What You’ll Learn in This Chapter
• How to light the pixels in your scene.
• How to delay shading until the last possible moment.
• How to render an entire scene without a single triangle.
By this point in the book, you should have a good grasp of the fundamentals of OpenGL. You have been introduced to most of its features and should feel comfortable using it to implement graphics rendering algorithms. In this chapter, we take a look at a few of these algorithms—in particular those that might be interesting in a real-time rendering context. First, we will cover a few basic lighting techniques that allow you to apply interesting shading to the objects in your scene. Then, we will take a look at some approaches ...
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