Tangentless normal mapping. No I don't want to preprocess my meshes nor upload unneeded tangents.
Before - after:





Granyte wrote:are you generating the tengents on the fly?
fmx wrote:the article doesn't even mention speed and framerates, so my guess is that it must be MUCH slower than uploading tangents to do normal-mapping the traditional way
Useful for offline editors though
hendu you should add some specular lighting to your shots because they amplify the effect of normal mapping
What's the limitaton? I know I was trying to do something similar, but shaders only give you information for the current vertex/pixel. ddx_fine/ddy_fine look like functions that allow the GPU to provide the missing information, but where are they available?
Also, does the technique in the paper require you *not* to use vertex shaders? That is, will it only work if there isn't a vertex shader?





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