I see a few broad approaches out there to doing cel shading: Duplication & enlargement of model with flipped normals (not an option for me) Sobel filter / fragment shader approaches to edge ...
I've got an extensive world terrain that uses vec3 for the vertex position attribute. That's good, because the terrain has endless gradations due to the use of floating point. But I'm thinking about ...
I am doing some 3D demos using OpenGL and I noticed that GLSL is somewhat "limited" (or is it just me?). Anyway I have many different types of materials. Some materials have ambient and diffuse color, ...
I was reading chapter 4 of the Arcsyntesis OpenGL tutorial when I came across this line in the GLSL shader. vec4 cameraPos = position + vec4(offset.x, offset.y, 0.0, 0.0); About it, the tutorial ...