Jump to content
  • Advertisement
Sign in to follow this  

Attenuated, cubemapped,per pixel point light in 1 pass (r200)

This topic is 4685 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Had anybody done that, using a doom3 approach, having the gloss map in a separate texture rather than in alpha of normal map?

Share this post

Link to post
Share on other sites
Sign in to follow this  

  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!