for (u32 i = 0; i < node->getMaterialCount(); ++i) {
for (u32 t = 0; t < _IRR_MATERIAL_MAX_TEXTURES_; ++t) {
Radiosity Normal Mapping for Irrlicht
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Re: Radiosity Normal Mapping for Irrlicht
Better?
Code: Select all
for (u32 i = 0; i < node_Alley->getMaterialCount(); ++i)
{
for (u32 t = 0; t < _IRR_MATERIAL_MAX_TEXTURES_; ++t);
node_Alley->getMaterial(i).TextureLayer[i].AnisotropicFilter = 8;
}
Re: Radiosity Normal Mapping for Irrlicht
You've got a programming error there. 'i' can't index both material and texture. Perhaps if you try a desk check with pencil and paper you might find your error.
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- Competition winner
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Re: Radiosity Normal Mapping for Irrlicht
Improved the normal map shading a bit more also gave traditional normal maps the ability to some what self shadow. So as it stands these shaders can use ssbump maps or regular normal maps.
Added a user control variable for bump strength.
Added a user control variable for bump strength.
Removed Deprecated picture.
Last edited by The_Glitch on Tue May 05, 2015 1:04 pm, edited 1 time in total.
Re: Radiosity Normal Mapping for Irrlicht
Now the walls have been under constant meteor bombardment on the moon for a few thousand years (also, isn't it so much nicer with aniso?)
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- Competition winner
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Re: Radiosity Normal Mapping for Irrlicht
LOL used a high resolution normal map and assuming I got the loop for aniso working right