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Re: What are you working on?
[Re: Hummel]
#420451
03/26/13 10:38
03/26/13 10:38
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Joined: Jun 2009
Posts: 2,210 Bavaria, Germany
Kartoffel
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Expert
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
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@Hummel What should it be? A calculation-way of rendering a mesh? Something like Parallax Occlusion Mapping?
Last edited by Kartoffel; 03/26/13 10:40.
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Re: What are you working on?
[Re: Kartoffel]
#420473
03/26/13 22:12
03/26/13 22:12
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Joined: Mar 2006
Posts: 2,252
Hummel
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Expert
Joined: Mar 2006
Posts: 2,252
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Atm: red - depth, green - offset id, blue - normal id The offset can be used to give a vertical face the normal of the adjacent texel or to prevent it from using the modified normal of the own texel if the adjacent texel doesn't use one. There are no real sloped faces, they didn't pay of performance-wise. The hardest part is actually the AA. It's also by far the biggest part of the shader.
Last edited by Hummel; 03/26/13 22:15.
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