Nishant Dania
Coder / Designer / Arduino Enthusiast
GSOC 2014 - Week 5: Shaders in Panda3d
  • 23 Jun 2014
  • This is just a small update on the work done in the past week.

    As asked by my mentor Lynnette Ng, I have added the option to place the objects relative to each other rather than relative to the environment's frame.

    Apart from adding this option to the simulator, I tried adding the Grid that I created earlier to Panda3d. The only difference that I made in the code was using Nvidia's Cg shader language instead of GLSL since Panda3d supports Cg more than GLSL. I also added a fake volumetric fog to simulate underwater scene. Though Panda3d's default fog feature is very comfortable to use, it is not that customizable. I am planning to remove this default fog soon and add a custom Cg shader in its place.

    I also read a lot about UV mapping using shaders. Turns out it is one of the most used features in Cg shaders. TEXCOORD is the best way to do what gl_FragCoord does in GLSL. I am still experimenting my way through shaders and the advantages it offers over the fixed pipeline structure.

    Still a long way to go !

    What's next:
    Procedurally generate a pool and add water to it.

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