Actually, the code that creates the texture is in
scene/util/StateAttributeFactory.cxx, but you would have to do
something similar to the noise texture code in TextureBuilder to
access your texture from a texture. It would be nice if the Effects
framework had a way to load arbitrary textures
First of all, a big thanks to Tim - Akenine-Moller Co. is indeed quite an
interesting read, and in addition to gaining a better understanding, I've so
far experimented successfully with a heightfield for parallax and normal
mapping and a simple irrandiance map instead of the ambient term in
On Tue, 24 Jul 2012 07:02:44 +, Renk wrote in message
e495a106ff5f31448739e79d34138c19196d3...@mbs1.ad.jyu.fi:
First of all, a big thanks to Tim - Akenine-Moller Co. is indeed
quite an interesting read, and in addition to gaining a better
understanding, I've so far experimented
Somewhat inversely, I'm also wondering if a simple texture1D() lookup might
not be faster than evaluating the light function e / pow((1.0 + a * exp(-b *
(x-c)) ),(1.0/d)) three times to get an (rgb)-triplet.
That depends a lot on the GPU, and how coherent the texture
coordinates are across a
On Wed, Jul 25, 2012 at 12:16 AM, Chris Forbes chr...@ijw.co.nz wrote:
Somewhat inversely, I'm also wondering if a simple texture1D() lookup might
not be faster than evaluating the light function e / pow((1.0 + a * exp(-b *
(x-c)) ),(1.0/d)) three times to get an (rgb)-triplet.
That depends
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