Scene
/ | \
Group
|
Object/Model
| \
gltf gltf
model1 model2
model1.visible = true, model2.visible = false
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FirstPersonControls is the move for camera -- if we're going to do it manually, make cursor lock in place while still taking user mouse input. Restrict view based on relation to car's axis rather than world view
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Make 3d text a child of the car so that it's fixed in front of it
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OR, have text be rendered somewhere else in the world with a second camera with an orthographic view, could count for a second view for our advanced features.
-
Look to previous assignments for how the GLSL interfaces with js
-
To start on fog, look toward using a fragment shader similar to the special material in the raytracer assignment
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Have particles and shade those (individual vertices), animate it using the fragment shader (apply noise)
-
Look at THREE js particle systems
TA Meeting
- Avoid really big single models, go for smaller models
EX:
FirstPersonControls is the move for camera -- if we're going to do it manually, make cursor lock in place while still taking user mouse input. Restrict view based on relation to car's axis rather than world view
Make 3d text a child of the car so that it's fixed in front of it
OR, have text be rendered somewhere else in the world with a second camera with an orthographic view, could count for a second view for our advanced features.
Look to previous assignments for how the GLSL interfaces with js
To start on fog, look toward using a fragment shader similar to the special material in the raytracer assignment
Have particles and shade those (individual vertices), animate it using the fragment shader (apply noise)
Look at THREE js particle systems