examples/gl/materialPBRAdvancedExample/README.md
This example demonstrates how to use setup a multiple PBR materials and scene with a camera. It demonstrates the use of a cube map with textures and a light with shadows. It also shows dynamic materials via shaders on non-textured meshes. And a material with textures and a clear coat.
You will learn how to..
Pay attention to..
light.beginShadowDepthPass(j)renderScene() function and its use with light shadows.reloadShader(); function and how it updates the shader on the material used to render the logo mesh.When launching this app, you should see an OF logo and 2 spheres circling it; one looking like plywood with gloss and another a black metal.
Instructions for use:
d to show debug information, ie light frustum.bin/data/shaders/main.frag; Then select the app window and press r to reload the shader and view changes.cubeMap.load( "dancing_hall_2k.exr", 512 ); in ofApp::setup();This Example uses the following classes: