wrote two simple materials during the last hours, on for simple standard diffuse and specular mapping without any normalmap stuff and one for objectspace normalmapping which can be used when the model is not animated and the texture not tiled. In the most cases where you can use it you get better results (less seams) and itīs faster than tangentspace normalmapping.

Just take a look, simple shading and os-normalmapping:


I forgot to say that I plan to implement my pp-lightshafts too.
Lets see what I can do until August. wink

Last edited by Hummel; 06/28/10 00:37.