20 years ago
Highlights
Yes, the tangent basis is encoded in the R G and B channels and the bump is in the alpha channel.I need to create a percise placement for these objects. Are there tools to help…
20 years ago
20 years, 1 month ago
I am looking at Tatarchuk's POM algorithm from the ShaderX3 book (chapter 2.5). The RenderMonkey example is using DirectX's HLSL and is working very well. Has anyone tried to mo…
20 years ago
I have a Parallax Occlusion Mapping shader working with HLSL and I am trying to convert to GLSL. I am wondering where in the conversion process things are going wrong. With the…
20 years, 1 month ago
I am a little new to shaders...so bare with me.... I am working on a shader and I need Tangent and Binormal vectors for each vertex. Using RenderMonkey and DirectX' HSLS my…
20 years, 1 month ago
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See all in DiscussionsYes, the tangent basis is encoded in the R G and B channels and the bump is in the alpha …
20 years ago
I am looking at Tatarchuk's POM algorithm from the ShaderX3 book (chapter 2.5). The RenderMonkey example is using DirectX's HLSL …
20 years ago
I can understand your frustrations. I recommend that you get some books on Begining OpenGL programming. Actually most beginner graphics' …
20 years, 1 month ago