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OpenGL 3 Normal Mapping Demo.

This Windows application demonstrates how to implement normal mapping for a single directional light source using OpenGL 3 or a forward compatible OpenGL 3.0 rendering context. The shaders can be extended to support multiple directional light sources.

There is a single fixed directional light source shining down the world negative Z axis towards the cube in the scene.

Left click and drag with the mouse to rotate the cube.
Press the SPACE BAR to enable and disable the diffuse color map texture.
Press ALT and ENTER to toggle between windowed mode and full screen mode.

Note:
1. This is an OpenGL 3 demo. This demo will not run on OpenGL 2.x and OpenGL 1.x hardware.
2. This demo requires the Visual C++ 2010 Library Runtimes. Download instructions can be found here.

screen shot

zip file Download executable, source, and Visual C++ 2010 solution files.

Change History:

10 July 2010.
Added missing .vcxproj.filters file to the project.

13 June 2010.
Updated solution to Microsoft Visual Studio 2010.

 
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