Search found 4 matches

by socceroos
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

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?
Buckles in the second pic looks more realistic,better bumps,better shadows, isn't it?
by socceroos
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 ...
by socceroos
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 ...
by socceroos
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 ...