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WebGL Spotlights and animation

Another update:
Targets acheived this week:
1) spotlights are now done and dusted
2) made the animation system more generic(the aim is to make everything easy to animate), see the scrolling material layer on the floor of this weeks demo and the movement of the spot lights
3) started writting an XML file format to make things a bit easier when it comes to handling resources
4) fog is on hold until untill I’ve got round to doing some turrain to demo it Image may be NSFW.
Clik here to view.
:-)
See the Latest Demo Here
(Sorry still now video under linux again)
It’s been a very very busy week I’ve nearly doubled the size of the library. I looked into importing collada files and I don’t think
It’s all that practical, for more then basic mesh import. It’s an excellant generic format but it’s highly involved and since the whole
purpose of the library was to abstract away the complexity I’ve decided to try and map a very simple XML format directly to the library.
For example the material for animated floor in the demo is expressed as:
<animation_vector id=”materialanim” frames=”40″>
<animation_curve channel=”OffsetX”>
<bez_point>-5.47,0.0,1.0,0.0,8.34,0.0</bez_point>
<bez_point>12.28,1.0,30.22,1.0,36.84,1.0</bez_point>
<bez_point>31.16,0.0,40.0,0.0,46.32,0.0</bez_point>
</animation_curve>
</animation_vector>
<material id=”material” emit=”0.2″>
<texture id=”texture1″ src=”grass.jpg” />
<texture id=”texture2″ src=”mask1.jpg” />
<texture id=”texture3″ src=”dirt.jpg” />
<material_layer texture=”#texture1″ frame_rate=”5″ animation=”#materialanim” mapinput=”UV1″ mapto=”M_COLOR” scale_x=”5″ scale_y=”5″ />
<material_layer texture=”#texture2″ mapinput=”UV1″ mapto=”M_MSKR” scale_x=”1″ scale_y=”1″ />
<material_layer texture=”#texture3″ mapinput=”UV1″ mapto=”M_COLOR” scale_x=”5″ scale_y=”5″ />
</material>
I’m starting to think it’s nearly time to release(at least as an alpha, since the api is still changing on a daily basis). I’ve been looking into github(many thanks to Giles Thomas for pointing me that way). Any other suggestions out there?
Github does seem to be the best I’ve checkout so far. I’ve put up some preliminary documentation for anybody intrested Initially docs

Targets acheived this week:

1) Spotlights are now done and dusted

2) Made the animation system more generic (the aim is to make everything easy to animate), see the scrolling material layer on the floor of this weeks demo and the movement of the spot lights

3) Started writting an XML file format to make things a bit easier when it comes to handling resources

4) Fog is on hold until untill I’ve got round to doing some terrain to demo it Image may be NSFW.
Clik here to view.
:-)

The latest demo is up, sorry for the insane animated material but I just wanted to do something to demo the animation system.

See the Latest Demo Here

(Sorry still no video under linux again)

It’s been a very very busy week I’ve nearly doubled the size of the library. I looked into importing collada files and I don’t think It’s all that practical, for more then basic mesh import. It’s an excellant generic format but it’s highly involved and since the whole purpose of the library was to abstract away the complexity I’ve decided to try and map a very simple XML format directly to the library. I may still reconsider and start a collada import but it will be some time off.

I’m starting to think it’s nearly time to release(at least as an alpha, since the api is still changing on a daily basis). I’ve been looking into github(many thanks to Giles Thomas for pointing me that way). Any other suggestions out there? Github does seem to be the best I’ve checkout so far. I’ve also put up some preliminary documentation for anybody intrested.


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