Calculating Tex(s1,s2) - Tex(s3,s4) using only the fixed pipeline and blending
So how would you go about calculating that without shaders/register combiners?
EDIT:
Using OpenGl.
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 I now this technique is obsolete for almost a decade but i did it just for fun.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.
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