DIffuse/Paralel Lighting Example for the C++ API
Hello! I'm trying to adapt the RoomTiny example to use it for visualization of 3D Models in the Rift. I'm using the DX11 sample, on the latest OVR SDK. I've managed to load several triangle-based files (STL, VTP). The problem is that they don't have any lighting based shading, they look doll. So I googled around and found a decently explicative DirectX11 set of examples, but as I'm un(experienced, I can't figure out how to adapt this(https://www.braynzarsoft.net/viewtutorial/q16390-simple-lighting) tutorial for the RoomTiny example. Does anyone have a working example of Diffuse Lighting or an adaptation of RoomTiny that includes it(even better)/tutorial on how to implement lighting to the C++ API? I'd greatly appreciate it. Edit: This example is also very detailed: http://www.rastertek.com/dx11tut06.html754Views0likes2CommentsApply a texture from a HBITMAP to a wall in the sample DirectX11 room
Hi, is it possible using the code from the sample OculusTinyRoom(DX11) to apply a texture to a solid from a HBITMAP? The sample code is TriangleSet walls; walls.AddSolidColorBox(-10.1f, 0.0f, -20.0f, -10.0f, 4.0f, 20.0f, 0xff808080); // Left Wall Add(new Model(&walls, Vector3f(0, 0, 0), new Material(new Texture(false, Sizei(256, 256), Texture::AUTO_WALL)))); Let's say that I want apply a HBITMAP texture on this wall, how can I do it in a simple way? Thanks1.7KViews0likes6Comments