Jump to content
  • Advertisement
Sign in to follow this  
jacko13

Deferred Shading and materials from 3d texture

This topic is 3371 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

Hi, I'm try to create deferred sheding version of my engine and I have problem with materials. In GPU Gems 2 article about STALKER DS, author say about 3D texture with (X - N · L), (Y - N · H), (Z - Material Type). How can I manage by this solution parallax mapping, skin, fur, displacement etc. and how can I prepare texture for this effects? Thanks for help. Link for article from GPU Gems 2: http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter09.html

Share this post


Link to post
Share on other sites
Advertisement
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!