1. In a deferred renderer (deferred shading) at what stage and how would I add the environment to use as glossy reflections ?
My first thought was ofc in the lighting/material pass but the problem here is you multiply all your lighting in a later compose pass with the albedo. But what if the albedo was pure black (e.g. metals). Whatever I do in the lighting shader it's going to be completely black in the end.
So how do I do that ? Add the environment reflections to the albedo during gbuffer ? I do need access to the normals for this to work so this won't work anywhere else.
2. I understand that you can use AMD's cubemap gen to generate blurred mip maps for an environment map where you can later fetch the texture mip based on the glossiness of the material. But for this to work with probes that were placed everywhere around the level, do I really have to save those to the hdd and manually create those mips with cubemap gen myself ?
Edited by lipsryme, 13 January 2013 - 10:35 AM.






