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Dynamic Cubemaps

This is a graphics application I wrote as a final for my graphics class in Spring 2016. It's a standalone demo of a dynamic cubemap, and features reflection, refraction, and skyboxing.

Program Render

How to Build

Pre-requisite Software

This build is only for Windows installations, using Visual Studio 14 2015. You'll need the following libraries in order to compile this program:

Download them and unzip them somewhere. Before you can use them, you'll need to set the environment variables so Windows can use them.

Go to: Control Panel -> System -> Advanced System Settings -> Environment Variables -> User Variables. Add the following variables:

  • Add EIGEN3_INCLUDE_DIR to path/to/eigen
  • Add GLFW_DIR to path/to/GLFW
  • Add GLEW_DIR to path/to/GLEW

Each of the path/to/* should point to the absolute path of the libraries you downloaded.

Building the Project

I suggest making a folder named build in the same directory as the unzipped file contents. From the build folder, run cmake .. This will build all the necessary program files. This might take a while, so please be patient. Once it's done, you'll see a Visual Studio solution named Final.

You'll want to set the project titled Final from the Solution Explorer as your Start Up Project. You can do this by Right-Clicking on it, and choosingSet as Start Up Project. Additionally, you'll need to set the filepath of the resource directory. You can do this by Right-Clicking the Final project and selecting Properties, which will open up a new window. Click on Debugging, and in the Command Arguments field, enter the absolute path to the resources directory you opened. Click OK when you're done.

You should now be able to compile and build the project by hitting CTRL+F5.

Project Website

View the Website I created for this project to learn more about the project in depth. This website link is no longer supported by my university.

View the alternative github.io website in case the link above becomes broken. The content is exactly the same!

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A small scene that interacts with the environment light in real-time

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