Diffuse + Specular Lighting, and AABB Frustum Curling …
by B.Russell on Sep.29, 2008, under Game Dev
Well, it’s been a while since I’ve updated the ol’ site but I come bearing lots of updates to Piston3D. Since the last writing I have added just some of the following I can remember off the top of my head:
- Basic Scene Graph ( Includes AABB Frustum Curling )
- HLSL Diffuse\Specular Lighting
- Basic GUI System ( Form, Labels, etc. )
- Render to Target ( Dramatic FPS gain in GUI system so far )
- AABB on all Scene Objects for fast Curling in Scene
- First Person Camera Implementation
- Basic Event System ( Input, Windowing Events, etc. ) coupled with Listeners
Well below is 2 screenshots, in the first you can see a basic GUI system which is first rendered to a Target ( dynamic texture ) then until any states change that texture is rendered on a simple 2 primitive box representing the owning form. Also shown is a simple Torus model with Diffuse + Specular lighting that I started with HLSL. Take notice of the Vertice & Face count numbers in the first screen shot. Now in the 2nd screenshot you will notice the torus is no longer drawn, I actually moved the view and now when looking at the Vertice & Face counts you will see a dramatic drop b\c the AABB Frustum Curling system I’ve implemented so far in the Scene Graph system quickly cut it out with very little over head. I will implement more advance Sphere Curling calculations as I move forward and so on, this is just a dirty test of my theories and knowledge thus far and it appears to be working rather well =). Did I mention the whole project thus far is modular in design and API Graphic Independant =). But I only have DirectX 9.0c and HLSL implemented thus far.

