Cesar Rocha
Software Development
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OpenGL Shading Language Particle Systems
I really enjoyed this project, in which
I learned how to implement and use
I later made the particle data editable and
For OpenGL Shading Language (GLSL)
from a particle creator to a particle
Geometry Shaders within my engine.
Particle Systems, I wanted to make use
of the Geometry Shaders’ efficiency and
explore the various effects I can make
by mixing it with a particle system. We
created the particle system in an earlier
class. It was completly reworked, and a
pipeline for loading particles from XML
files was incorporated. This allowed my
system to load multipart particles into the
engine for rendering when the command
to do so is called for.
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SOFTWARE DEVELOPMENT
exportable. This converted my system
creator/editor. Creating, modifying and
saving particles no longer relies on Visual
Studio to run. Everything is editable within
the executable. As long as you have a
texture and an idea of what you want your
particle to do, you can create it. It’s really
fun experimenting to see what kinds of
particles I can come up with.