Buckles in the second pic looks more realistic,better bumps,better shadows, isn't it?mongoose7 wrote:I can see the first picture has the light from below and the second has the light from above. Are there any other differences?
Search found 4 matches
- Wed Nov 09, 2011 2:29 am
- Forum: Advanced Help
- Topic: Fabio Policarpo-Relief Mapping of Non-Height-Field Surfac
- Replies: 2
- Views: 922
Re: Fabio Policarpo-Relief Mapping of Non-Height-Field Surfa
- Wed Nov 09, 2011 2:06 am
- Forum: Advanced Help
- Topic: Fabio Policarpo-Relief Mapping of Non-Height-Field Surfac
- Replies: 2
- Views: 922
Fabio Policarpo-Relief Mapping of Non-Height-Field Surfac
I wrote a shader based on this paper, and implemented it on both Irrlicht and RenderMonkey,but the effects were not exactly.The effect on Irrlicht is not as good as that on Render Monkey I think.Does anyone kown how to improve the effect on Irrlicht?
This is the paper's site: http://hall.org.ua ...
This is the paper's site: http://hall.org.ua ...
- Wed Oct 26, 2011 3:41 am
- Forum: Beginners Help
- Topic: Question about normal mapping
- Replies: 7
- Views: 1171
Re: I got a shader problem
I wonder if the model I used contains the tangents and binormals info, it need not to call IMeshManipulator::createMeshWithTangents()?
I've searched the CD3D9Driver.cpp,and found the following words:
D3DFVF_TEXCOORDSIZE2(0) | // real texture coord
D3DFVF_TEXCOORDSIZE3(1) | // misuse texture coord ...
I've searched the CD3D9Driver.cpp,and found the following words:
D3DFVF_TEXCOORDSIZE2(0) | // real texture coord
D3DFVF_TEXCOORDSIZE3(1) | // misuse texture coord ...
- Tue Oct 25, 2011 9:00 am
- Forum: Beginners Help
- Topic: Question about normal mapping
- Replies: 7
- Views: 1171
Question about normal mapping
I wrote a shader about relief mapping. When I use Render Monkey to load it, the effect is very well, but when I switch to Irrlicht,there are no bumps.
I'v heard that Irrlicht didn't import binormals and tangents from models,is it true or not?
In my shader,I calculate tangent space like this:
struct ...
I'v heard that Irrlicht didn't import binormals and tangents from models,is it true or not?
In my shader,I calculate tangent space like this:
struct ...