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


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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