City Rendering, Lighting

Calculating normals + lighting

Lighting Basics The next step I took to improve the rendering was to add in lighting. Until now I had just gave everything a normal of "up". This meant that every surface of the building had the same brightness as the normal represents the direction the surface is facing. Basic is lighting is done by… Continue reading Calculating normals + lighting

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City Rendering

Rendering Rooftops – Triangulating polygons

Now that we have the walls complete, I thought it would be a good time to move onto rendering the rooftops! Instead of having to triangulate the polygons myself, I looked online to find a triangular to do it for me. I stumbled across an old flipcode article that had a triangular in it. I simply… Continue reading Rendering Rooftops – Triangulating polygons

City Rendering

Rendering solid walls

Progressing Forwards At the end of the previous post I had processed the Openstreet map data - created polygon data for each building and then drawn these buildings using the GL_LINE primitives to give us a wireframe outline for the building as shown below: To take this to the next stage - the next task was to draw… Continue reading Rendering solid walls