View Full Version : Anisotropic materials in OGL?
I have never seen any example regarding anisotropic materials in ogl. id like to see it for example on some velvet it would look pretty nice i do this in packages like 3dsmax however id like to have it in realtime within opengl and i know its possible but i cant find any docs about how i should go to emulate / simulate this kind of materials in opengl
thanks in advance
11-14-2005, 03:46 PM
You need to use shaders to accomplish this, the fixed function pipeline just doesn't support it and there's no tangent space representation to drive the calculation without a shader either.
Here is an example of anisotropic lighting implemented using shaders:
but uses CG it is such a bigg (but baddass) dll! my game is like 200kilobytes and why should I have the people to download an almost 2MByte dll for playing it?? its absurd im afraid :( :( any way of not using CG? or something smaller or just no dll at all? no way?
Cant it be done with GLSlang? how can I use this? thanks again srry for my n00blance
11-14-2005, 11:56 PM
There appears to be some glslang code at the link I offered. I didn't look too closely.
Oh its just that when i clicked i just saw lots of examples using "cg" what is the diference between cg and glslang???
There are some differences.
Here is a tutorial on glsl:
thanks everyone for the help!
i will study all this indeep and see if i get something good out of it
i just want to use glsl though and not nvidia's because it seems like more direct to opengl and also easier to me i guess so
whats better though?
i cant find a comparison list with limitations of glsl and the such.
11-17-2005, 04:13 PM
I would opt GLSL, because it became the standard for OpenGL. I think a knowledge of GLSL would benefit you more in the future.
thanks yes i think so
but im trying out all the options first!
so far havent got much help on gsls on this forums so i wonder if it would be the right choice if i have no support (people willing to help if i get stuck or dont understand something for long)
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