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 Post Posted: March 19th, 2017, 10:37 pm 
 

Joined: May 19th, 2016, 6:48 am
Posts: 29
Hi everybody, in order to learn to understand Chili's 3D Framework I added a scene with a sphere (the first scene actually so I didn't have to hit the tab button each time :mrgreen: ). You can choose how many "slices" the sphere is made of in each direction (from 0 .. 2 PI and from top .. bottom), just change the values at the top of sphere.h:

Code:
    static const int NrHSlices = 20;
    static const int NrVSlices = 16; // top & bottom disc included


I thought you might like it. I'm sorry for the messy colors, ran out of time to fix that. But you get the idea ;)
I should've posted this as a separate branch on github but I couldn't be bothered to figure out how to do that.
I'm afraid I had to make a default constructor for your IndexedTriangleList Chili, sorry ;)


Attachments:
sphere.png
sphere.png [ 27.21 KiB | Viewed 150 times ]
3DFrameWork.rar [239.53 KiB]
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 Post Posted: March 20th, 2017, 3:45 am 
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Joined: December 31st, 2011, 4:53 pm
Posts: 3306
Location: Japan
Hey that looks good man! Well, I mean the color scheme is a little pukey, but the sphere looks good :)

I'm gonna be using a sphere when we get to gouraud shading in the future.

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 Post Posted: March 20th, 2017, 7:23 am 
 

Joined: May 19th, 2016, 6:48 am
Posts: 29
Will you go directly to Gouraud shading or start with Larousse shading, then Gouraud, then Phong shading? Can't wait to see the tutorials! I kind of know how they work but implementing them is another matter of course.


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 Post Posted: March 20th, 2017, 7:54 am 
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Joined: December 31st, 2011, 4:53 pm
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It'll be flat shading -> Gouraud (per vertex) -> phong (per pixel) and then ill talk about specular and finally normal maps.

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