Original Post
Hey I just implemented gloss mapping or at least I think I did. Am I right in thinking that gloss mapping is when you change the specular exponent based on a texture? Also did I implement it right? here is my code (simplified of course):
Mostly I was wondering about the range, I want to be pretty conformant to what other engines use as to maximize the portability of my content. right now I noticed that when multiplying it by 99 I start running into the limitations of 8-bit grayscale. Does anyone have an example of how they implemented this effect?
specular = pow(max(dot(halfvec, finalnormal), 0.0), (texture2D(gloss_texture, transformedTexcoord).r*99.0) + 1.0);
Mostly I was wondering about the range, I want to be pretty conformant to what other engines use as to maximize the portability of my content. right now I noticed that when multiplying it by 99 I start running into the limitations of 8-bit grayscale. Does anyone have an example of how they implemented this effect?