Subscribe to GameDev.net Direct to receive the latest updates and exclusive content.
Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.
Posted 14 January 2012 - 02:13 AM
Jason Zink :: DirectX MVP
Direct3D 11 engine on CodePlex: Hieroglyph 3
Direct3D Books: Practical Rendering and Computation with Direct3D 11, Programming Vertex, Geometry, and Pixel Shaders
Articles: Dual-Paraboloid Mapping Article :: Parallax Occlusion Mapping Article (original):: Fast Silhouettes Article
Games: Lunar Rift
Posted 14 January 2012 - 05:49 AM
Posted 14 January 2012 - 10:15 AM
You would probably be better off converting to a spherical coordinate system for your normal vectors and then just converting to a cartesian coordinate system after loading the two parameters.
Posted 14 January 2012 - 10:44 AM
Does the spherical coordinates for normal mapping work? Do you have to do point sampling?
Not saying it doesn't work, cause I haven't tried it, but wouldn't bi linear interpolation cause some odd artifacts, since it would take the long route around the sphere if say you had coordinate -1 next to coordinate 1.
Jason Zink :: DirectX MVP
Direct3D 11 engine on CodePlex: Hieroglyph 3
Direct3D Books: Practical Rendering and Computation with Direct3D 11, Programming Vertex, Geometry, and Pixel Shaders
Articles: Dual-Paraboloid Mapping Article :: Parallax Occlusion Mapping Article (original):: Fast Silhouettes Article
Games: Lunar Rift
Posted 14 January 2012 - 12:52 PM
Posted 14 January 2012 - 07:38 PM
Posted 15 January 2012 - 12:55 AM
Posted 15 January 2012 - 02:11 PM
Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.
GameDev.net™, the GameDev.net logo, and GDNet™ are trademarks of GameDev.net, LLC.