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hmm.Grassfield

Here is a new experiment. This time Terrain rendering and Countless blades of waving grass.

The terrain is an heightmap loaded from an image and it is textured on gpu based on simple rules like height, slope and steep.

The grass is based on the article “Rendering Countless Blades of Waving Grass” from GPU gems. The animation is per-object, a sin/cos wave makes it flow with the wind.





hmm.Sshhhh (MD5 file format loader)

After getting MD5 files (Doom 3) to load correctly i wanted to make something simple and nice to show the world, so i came up with this. I think i have dreamt of this before.

based on md5 reader





Soft particles

Experimenting with ‘soft particles’.





hmm.jellyspikeball

Another ‘hmm’ series experiment. Pick-up/generate an object of your desire and compute distance from a center point to the every vertex. use that distance for the transformations. I used the usual spike ball since its an uniform/symetric object, but it works fine with other shapes. Now, go be creative.

track: NNY – bdybag.





Shaderlib v0.1

This library is meant for shader handling, it will help you to load and setup shaders for rendering in jogl/processing. It’s  does exactly what had been said, no more.

web: http://www.pixelnerve.com/processing/libraries/

Shaderlib

technical:
tested in windows xp 32bit
compiled for j1.5 ( so it should work for macs )

what is does:
- loads glsl/cg shaders
- loads cgfx effect files
- connects to processing easily (as i use processing)
- works with java/jogl just as good

more information:
- documentation is online (javadoc. not much comments sorry)
- examples are in the zipfile
- source code is in the zipfile (eclipse project)