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#ActualBrother Bob

Posted 22 July 2013 - 12:13 PM

What you are seeing is normal, no pun intended.  I'm surprised that you are not seeing at least some improvement by normalizing the normals in the fragment processor. 

 

You can either increase the detail of the model or you can post your shader code.   There are several people around who can help you configure your shaders to perform better, both visually and computationally.

 

Also, normal mapping will resolve this issue.  For dynamic height mapping you'd have to use a tangent space normal map. (Unless someone came up with something clever that I'm not aware of).  Most people only use tangent maps anyways.

 

There is an example in the cgToolkit from nVidia that shows how to use a normalization cube map to align the tangent space normals to your models' geometry.

https://developer.nvidia.com/cg-toolkit

 

In the installed directory look for:  /cg/examples/OpenGL/basic/23_bump_map_floor.  It will easily port to HLSL or GLSL with no issues.


#3marcClintDion

Posted 22 July 2013 - 03:06 AM

There is far too much arrogance and out right abuse by site moderators, they are teaching other people to behave this way.  The posts I've made will all be shorty removed and replaced with this notice.  Game development is not the only thing being taught here, bad behavior is being taught as well.


#2marcClintDion

Posted 28 June 2013 - 04:09 PM

What you are seeing is normal, no pun intended.  I'm surprised that you are not seeing at least some improvement by normalizing the normals in the fragment processor. 

 

You can either increase the detail of the model or you can post your shader code.   There are several people around who can help you configure your shaders to perform better, both visually and computationally.

 

Also, normal mapping will resolve this issue.  For dynamic height mapping you'd have to use a tangent space normal map. (Unless someone came up with something clever that I'm not aware of).  Most people only use tangent maps anyways.

 

There is an example in the cgToolkit from nVidia that shows how to use a normalization cube map to align the tangent space normals to your models' geometry.

https://developer.nvidia.com/cg-toolkit

 

In the installed directory look for:  /cg/examples/OpenGL/basic/23_bump_map_floor.  It will easily port to HLSL or GLSL with no issues.


#1marcClintDion

Posted 28 June 2013 - 04:01 PM

What you are seeing is normal, no pun intended.  I'm surprised that you are not seeing at least some improvement by normalizing the normals in the fragment processor. 

 

You can either increase the detail of the model or you can post your shader code.   There are several people around who can help you configure your shaders to perform better, both visually and computationally.

 

Also, normal mapping will resolve this issue.  For dynamic height mapping you'd have to use a tangent space normal map. (Unless someone came up with something clever that I'm not aware of).  Most people only use tangent maps anyways.

 

There is an example in the cgToolkit from nVidia that shows how to use a normalization cube map to align the tangent space normals to your models geometry.

https://developer.nvidia.com/cg-toolkit

 

In the installed directory look for:  /cg/examples/OpenGL/basic/23_bump_map_floor.  It will easily port to HLSL or GLSL with no issues.


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