TorcsOgre WIP: Difference between revisions

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Image:WIP-TorcsOgre-6.jpg|2008-aug-21, fixed texture shadowing and tree shadows
Image:WIP-TorcsOgre-6.jpg|2008-aug-21, fixed texture shadowing and tree shadows
Image:WIP-TorcsOgre-7.jpg|2008-aug-22, fixed aspect ratio, Ogre picture now match blender one (except bugs)
Image:WIP-TorcsOgre-7.jpg|2008-aug-22, fixed aspect ratio, Ogre picture now match blender one (except bugs)
Image:WIP-TorcsOgre-8.jpg|2008-aug-23, switch materials to shader based ones</gallery>
Image:WIP-TorcsOgre-8.jpg|2008-aug-23, switch materials to shader based ones
Image:WIP-TorcsOgre-9.jpg|2008-aug-27, dynamic cars on the track, fixed context switch problem
Image:WIP-TorcsOgre-10.jpg|2008-aug-31, 406.ac converted to ogre. Texture switched to PNG and JPG
Image:WIP-TorcsOgre-11.jpg|2008-sep-05, fixed car orientation, camera tracks a car
Image:WIP-TorcsOgre-12.jpg|2008-sep-08, high-quality skybox, back to stencil shadows</gallery>


== Torcs + Blender ==
== Torcs + Blender ==

Latest revision as of 18:57, 8 September 2008

Torcs + Ogre3D

Bellow, you'll find some screenshots showing work in progress of Torcs' Ogre renderer.

Torcs + Blender

This is what we can get with blender (given for comparison purpose):

Notice that to get an image that look better than that, we'll need to patch it :

  • make better textures
  • create normal maps
  • increase model details