I am learning to use normal maps (per pixel lighting) in 2D graphics with OpenLL.
New to general mapping, I managed to wrap my head around the Sobell operator and the generation of normal maps (mostly thanks to), which is normal from a (2D) array of pixels data (2D) array is created.
(Which I have found, most of these tutorials and platform threads were specific for 3D use and modeling software. The purpose of I is to implement this functionality in C ++.)
- Do I get a normal map once?
- Do I have to register it with OpenGL?
- Is it necessary to be associated with this texture, if so, how is it
- How is it mapped for 2D Texture Quad?
- (Is this something that I can do without shader / GLSL?)
I suggest you:
I have not seen it for a while but I remember that it is ending a collision map Most details in implementing shaders, some ideas should be run.
I know that these are not all for general general mapping but this is a good start.
In addition, while there are differences in the Shader languages, if you want to use GLSL, then it should not be difficult to change formulas between them.
As Yabanglobil said, you can do it without a shader but unless you work on an academic project ( for your education) or a special embedded device I do not know if you want to hell - but if you want to see where you want to see it, it was written before the shader, and later it was updated to refer to them.
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