After some hassle I finally got my loading and animation of skinned meshes working
A simple/naive implementation of shadow mapping
This is the first video of what’s to become my Geomipmapping implementation.
Here’s a video of my implementation of frustum culling done in DirectX 9.0c
Implementation of pixel accurate picking using both bounding boxes to discard large parts the geometry, and then triangle intersection to detect accurate intersects.
A very simple implementation of environment mapping using the standard skull mesh from the DirectX library.
Using the same old tea pot, yet again.