Comments (2)
Removed unused shaders, revised vertex shaders (aside from particle, but that will be done in #23) and cleaned some fragment shaders. Still need to finish touching up:
- point-light-depth-map.geom
- phong-diffuse-specular.frag
- phong-color.frag
- floor-shader.frag
from light-show-boilerplate.
See commit: 609c2dd
This will be added to the backlog. I need to study a bit more on using two lights along with two shadow maps and verify the order I should be doing things.
from light-show-boilerplate.
Related Issues (20)
- Implement scripting language such as lua HOT 1
- Implement scene switching and add tests HOT 1
- Add proper debug logs HOT 1
- Implement file structure for src HOT 1
- Revise readme HOT 2
- Revise particle system HOT 3
- Supply shader in component init vs finding in systems?
- Add alternative to assert for nullptr check
- Remove member consts for components
- Combine ShaderBase with Shader class HOT 1
- Add automated documentation using something like doxygen
- Add engine namespace to seperate engine logic from game logic.
- Implement scene json HOT 1
- Fix DebugDrawer HOT 1
- Verify build on linux once milestone is done
- No window title
- Move RenderTexture, PointLightDepthMap, DirectionalLightDepthMap, etc objects from Engine::Game to components and systems. HOT 1
- Revise Input HOT 2
- Create new 3D Model Exporter using boilerplate.
- Vital: fix Rule of 3/5- very important for OpenGL wrappers
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from light-show-boilerplate.