Chapter 6. Designing Creative Effects
In this chapter, we will cover:
Using the bump mapping technique
Simulating the view-dependent shadow
Implementing transparency with multiple passes
Reading and displaying the depth buffer
Implementing the night vision effect
Implementing the depth-of-field effect
Designing a skybox with the cube map
Creating a simple water effect
Creating a piece of cloud
Customizing the state attribute
Introduction
Now we come to the chapter of effects. In the earlier days of 3D programming based on OpenGL, the final results of an effect were based on the use of state attributes and modes. Even the best developers may have various difficulties to create a realistic enough effect. Ray tracing could be a good choice for light computation ...
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