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Thread: Help with environmental mapping, plz help

  1. #1
    Member Contributor Bluebomber357's Avatar
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    Help with environmental mapping, plz help

    Hey all, I am very new to OpenGL and I've been playing around with source code from a lot of tutorials like motion blur, soft shadows, and even just simple stuff like getting a cube on screen. I have had endless trouble finding a good environmental mapping tutorial that has source code that will compile and run. Can anyone give suggestions? BTW I am using Vista, GLUT, and Visual Studio 2008.

    Here is one example of code that I couldn't get to work, and it uses bumping mapping too, http://www.paulsprojects.net/opengl/...dpreflect.html

    It kept saying that it couldn't find GL/glext.h...
    The Blue Guy Always Wins

  2. #2
    Member Contributor Bluebomber357's Avatar
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    Re: Help with environmental mapping, plz help

    I found another good demo with code, but I can't convert it to VS2008, can anybody else get it to compile? The .exe works fine, but I want to mess around with the code so I can reproduce the effect...

    http://usuarios.lycos.es/hernandp/opengl.html
    The Blue Guy Always Wins

  3. #3
    Super Moderator OpenGL Lord
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    Re: Help with environmental mapping, plz help

    For the missing glext.h :
    http://www.opengl.org/registry/#headers

    Some more background, explaining how to use the GL extensions :
    http://www.opengl.org/wiki/Getting_s...and_extensions

    You have to know though, that any example not using GLSL is in fact quite deprecated.
    Go here, and get "GLSL demo", both exe and source, there is a
    http://3dshaders.com/home/index.php?...d=14&Itemid=34
    There is an "EnvMap" shader example.

  4. #4
    Member Contributor Bluebomber357's Avatar
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    Re: Help with environmental mapping, plz help

    Thanks for bring GLSL to my attention. I looked at your links and then googled around and found ShaderDesigner IDE, http://www.opengl.org/sdk/tools/ShaderDesigner/

    It seems like all I need to do with ShaderDesigner is make a shader (I can use their sweet pre-made ones at the moment), and apply them to objects in an opengl program I make. Things like environmental mapping should be cake once I have the shader code right?
    The Blue Guy Always Wins

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