15 years, 10 months ago
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I answer myself:It's simply.Since pixels from texture gets values between 0 and 255 for rgba channels, transposing the height values to [0, 255] is enought to construct the gray…
15 years, 10 months ago
15 years, 11 months ago
Hi all!I need to save a procedurally generated heightmap (stored as float[]) to grayscale texture. I'm currently using the Texture2D.SetData<> method, Color format for tex…
15 years, 10 months ago
Hi.Working on my Deferred engine i'm dealing now with another issue.I'm combinig the Shading map and Color map at the final step like this:FinalColor = ColorMap * (Ambient…
15 years, 11 months ago
Hi.I'm implementing a deferred shading engine following Riemers Recipes.With illumination there is no problem.But there is a small issue with the shadows:Shadow IssueFrom the li…
15 years, 11 months ago
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See all in DiscussionsI answer myself:It's simply.Since pixels from texture gets values between 0 and 255 for rgba channels, transposing the height values …
15 years, 10 months ago
Hi all!I need to save a procedurally generated heightmap (stored as float[]) to grayscale texture. I'm currently using the Texture2D.SetData<> …
15 years, 10 months ago
Quote:Original post by HodgmanSounds like you're using an RGBA8 texture for your 'shading map' -- this really needs to be …
15 years, 11 months ago