Dave,
That shader is beautifully simple. Seems the reflect HLSL function is doing what I am doing in maths anyway.
Spotted a small problem tho - if you rotate the craft around the y axis, the reflection inverts. Heres one direction:
Heres 180degrees later:
Any idea why this is? maybe its coz I am passing a rotated translation matrix as the WVP?
Heres my effort working properly:
Ta
Simon
Do Bowties in my mesh matter when computing tangents?
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