rulururu

post 3 way mapping (GLSL)

May 29th, 2008

Filed under: RenderMonkey Shaders — admin @ 9:32 am

If you generate some data with the GPU or CPU, for example with the marching cubes algorithm, you don't have texturecoordinates to texture the generated mesh. To solve this problem I wrote a 3 way mapping shader, which generates texturecoordinates, binormals and tangents only out of the vertex position and vertex normal. This technique was also presented in Nvidia's "Cascades Demo Secrets" paper. To test the mapping I applied my parallax occlusion mapping shader.

Needed Extensions:

  • EXT_gpu_shader4 - only because of parallax occlusion mapping

Download:

3way-mappping.rfx (RenderMonkey 1.80)

1 Comment »

  1. Looks interesting. Can I contact you by email about that?
    Thx

    Comment by Federico — August 10, 2008 @ 11:07 am

RSS feed for comments on this post. TrackBack URI

Leave a comment

ruldrurd
© Ingrater’s 3D Blog , Desinged by Stealth Settings
Entries (RSS) and Comments (RSS)