### I discontiuned this side-project coz' i dont know what to do next . maybe i'll come back to re-open this IF i have another passion PUSH### Last followed Tutorial : Depth Testing(around mid-March 2021)
- Could be useful when i start building my own game engine
- might be a good start to look into OpenGL/ES/WebGL/Vulkan
- understand what behind Magnum Engine ever more.
- First Triangle
- first pentagon (with pulsing Color !)
- Pulsing Pentagon (from each side)
- 2D textured
- 2D texture unit (mutiple texture in same texture location)(with key to change value !)
- simple rotate and scale using vector
- first 3D cube with static control (left,right)
- create camera (using model,view,projection matrix)
- using mouse and keyboard to move around (by doing some calculation with matrix and vector)
- let there be light !
- first implement of Phong's shader (still buggy . light is static )
- now with texture ! (Diffuse and Specular map)
- first animation ! (why will it "lag" whenever i changed shininess ?)
- first realistic light (directional and point light)
- load complex model using Assimp
- can now build 3d world !!!
- can load simple diffuse and spec map based on Model's uv map
- 14/3/2021
- First 3d world is created ! (still lag and didn't optimize code . maybe should try re-write model class?)
- 17/3/2021
- two possible source of laggy rendering is : either my shader program suck or camera movement is using too much computation
- try to use assimp as low as possible .(just use it to load vertex,normal,textcord)
- now seperate texture from assimp 's built in texture loader (might need somewhere to store all those texture data in some other class)
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mytexture.h for storing GLtexture (simple 2D image texture)
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mycamera.h for creating camera in 3d world
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myshader.h for shader program
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**mylight.h for defining light simulation along with shader (proposed)
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all essential already re-write in realShader
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model.h and mesh.h for loading model using assimp (no texture loading implmentation)
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played around assimp for understanding how material loading work
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lots of GLSL in shader folder