


- Release: 2008
- Platform: PC
- Team: Individual (1 person)
- Built using:
- OpenGL 2.0 (GLUT)
- C++
- GLSL
This is a 3D graphics framework I built from scratch using OpenGL’s GLUT and GLSL shading language. Main features of the framework includes Per-Pixel Shading, Bump-Mapping, Shadow-Mapping, Mipmapping, Texture-Mapping, and Lighting models using Phong-Equations. All of which were implemented manually without OpenGL’s fixed functions and all 3D primitives are generated from scratch using spherical vertex generation.
Features:
- OpenGL initialization using GLUT
- 3D primitives vertex generation using spherical coordinates (spheres, cylinders, cones, cubes and planes)
- UV texture-coordinates generation
- Vertex-Normals generation
- Transformations (scale, translate, rotate)
- 1st person camera & 3rd person camera
- Per-pixel lighting and shading in GLSL using Phong lighting equations
- Bump mapping
- Shadow mapping
- Mipmapping
