Deferred Shading and materials from 3d texture

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-1 comments, last by jacko13 14 years, 8 months ago
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

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