Monday 28 February 2011

Deformation

A late submission for an update but as of this time i now have the surface deform correctly. This means it slowly goes deeper the longer the depression has accumalted. It has of this time forms more of an traingluar like deformation and so at later dates i will have to look at the equation and change it so that it can produce a more realistic outcome. The next thing that is planned to be added in is ray tracing so the user can choose the location of the deformation with much realitve ease. I hope to get this done quickly and move straight onto the reformation of the object itself.

I also need to consider my next objective after getting in reformation should i continue adding in new and better equations for the surfaces deformation or should i move on to tryin to get the object optimised to a reasonable standard so that it can loaded in with easy use into other programs.

Thursday 10 February 2011

Working shader

The shader which is to be used for deformation is implemented and running. It does what it is intended to do but does not give out the wanted results of a surface deformer instead moving the entire surface with each iteration. This is most likely down to the way of which the planes are drawn with mine being built differently from the example which i found. I could try to fix this but i have decided to skip it and just continue on into making a mesh deformer using the shader given. I will do this by first chosing a position of which pressure would be applied onto the surface then with each increase in pressure on this position will create a further depression of the surface. a limit will be necessary so that the end result return realistic enough. this will need to be smoothing so it less jaged