Jump to content
  • Advertisement
Sign in to follow this  
Deliverance

OpenGL Calculating Tex(s1,s2) - Tex(s3,s4) using only the fixed pipeline and blending

This topic is 3651 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

Advertisement
Quote:
Original post by Deliverance
So how would you go about calculating that without shaders/register combiners?

EDIT:
Using OpenGl.


I figured it out! What i needed this for was emboss bump mapping. I now this technique is obsolete for almost a decade but i did it just for fun. I was a kind of dissapointed that the effect was too subtle. Anyway i implemented the signed addition by using two textures.

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.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!