Spellcaster Studios

Make it happen…

Tag Archives: shader

More shadery flow!

Quite happy today with my shader work… The shader I had worked fine, but it looked terrible adjacent squares that had slightly different vectors: It gave the scene some charm, but it wasn’t very pretty looking… Then I had an idea! Basically, the problem was that the new UV that I used on the animation […]

Render to texture

Good news, everyone! Got render to texture working (on Direct3D only for now)… Bad news… Above we should only see the normals of the scene (world space), but the player character is transparent… The reason is that it gets rendered with alpha blending, since I don’t have a global way to shut it down… Need […]

Finished OpenGL shaders

Just finished porting the per-pixel shaders to OpenGL, as well as the normal+depth shader: It was actually easier than to make the Direct3D shaders, since I already knew where the traps were! Next step is to get render to texture working on D3D and OpenGL and see if I can use the results of a […]