A collection of special effects
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Models
OpenMDL_latest
Shaders
Textures
.gitattributes
.gitignore
AnimatedModel.cpp
AnimatedModel.h
Animation.cpp
Animation.h
AntTweakBar.dll
AntTweakBar.h
AntTweakBar.lib
BaseModel.cpp
BaseModel.h
BitmapFont.cpp
BitmapFont.h
Blur.cpp
Blur.h
DepthOfField.cpp
DepthOfField.h
FrameBufferObject.cpp
FrameBufferObject.h
GLerrorHelper.cpp
GLerrorHelper.h
GLextensions.cpp
GLextensions.h
HSV.cpp
HSV.h
HighResElapsedTimer.cpp
HighResElapsedTimer.h
LensFlare.cpp
LensFlare.h
Matrix.cpp
NilsEngine.cpp
NilsEngine.exe
NilsEngine.sln
NilsEngine.vcproj
NilsEngine.vcxproj
NilsEngine.vcxproj.filters
OcclusionQuery.cpp
OcclusionQuery.h
OpenMDL32.dll
OpenMDLmodel.cpp
OpenMDLmodel.h
ParticleSystem.cpp
ParticleSystem.h
README.md
Scene.cpp
Scene.h
Shader.cpp
Shader.h
Sky.cpp
Sky.h
Texture.cpp
Texture.h
TextureManager.cpp
TriList.cpp
TriList.h
UVlist.cpp
UVlist.h
Vector3List.cpp
Vector3List.h
camera.cpp
camera.h
cg.dll
cgGL.dll
f00Quat.cpp
f00quat.h
glut32.dll
mathHelper.cpp
mathHelper.h
matrix.h
md2Reader.cpp
md2Reader.h
vector3.h

README.md

The aim for this project was to create a collection of special effects commonly found in games. The special effects varied to model shaders, post processing effects and small systems, like a basic particle system and a lens flare system. It was mandatory that all the post processing effect could work separately and combined from each other.

The effects and their implementations were made in an already existing framework as an exercise to work within existing frameworks and build needed functionality into it without breaking the existing code base.