Archived

This topic is now archived and is closed to further replies.

_NeKo_

Classic Env Map

Recommended Posts

Where can I find some examples, tutorials or tips to apply a classic spherical environment mapping (or cubic) on a textured mesh in one pass? In the DX SDK sample, it uses Vertex Shader, but I have just arrived to apply this effect on a textured object by using two pass . Thanks :: NeKo ::

Share this post


Link to post
Share on other sites
i dont have an answer, however i have a question
(sorry)

I see people using ".. in one pass .. , takes only 3 passes.. etc" everywhere, i am not a newbie in 3d but still dont know what that means.

could you please enlighten me?

Thank you
Alex

Share this post


Link to post
Share on other sites
The number of pass is the number of pass the graphic adapter will to to proper render things...

the more pass u have, less will be the framerate.

Example, if your card have 2 texts units(like geforce 2 mx) the graphic need to do 2 pass to blend 4 textures...


Share this post


Link to post
Share on other sites
The number of pass is the number of pass the graphic adapter will to to proper render things...

the more pass u have, less will be the framerate.

Example, if your card have 2 texts units(like geforce 2 mx) the graphic need to do 2 pass to blend 4 textures...


Share this post


Link to post
Share on other sites
Hum, the meaning of "passes" wasn''t the real subject.
I think we lose the main point of my question.

If anybody has some information for me?

:: NeKo ::

Share this post


Link to post
Share on other sites