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group2 0.1.0
CSE 125 Group 2
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Procedural UV sphere with emissive material for bloom testing. More...
Go to the source code of this file.
Functions | |
| LoadedModel | createGlowSphere (int stacks=32, int slices=32, float radius=1.0f, glm::vec3 emissiveColor={10.0f, 6.0f, 2.0f}) |
| Generate a procedural UV sphere as a LoadedModel with a bright emissive material suitable for testing bloom / HDR glow. | |
Procedural UV sphere with emissive material for bloom testing.
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inline |
Generate a procedural UV sphere as a LoadedModel with a bright emissive material suitable for testing bloom / HDR glow.
The sphere is centred at the origin with the given radius. Its material uses a high emissiveFactor (well above luminance 1.0) so the bloom downsample pass extracts the glow automatically. A 1×1 white texture is included as the emissive map to prevent the PBR shader from multiplying the factor by the black fallback texture.
| stacks | Number of latitude subdivisions (default 32). |
| slices | Number of longitude subdivisions (default 32). |
| radius | Sphere radius in world units (default 1.0). |
| emissiveColor | HDR emissive colour (values > 1 trigger bloom). |