normals Questions
1
Solved
My approach is to calculate two tangent vectors parallel to axis X and Y respectively. Then calculate the cross product to find the normal vector.
The tangent vector is given by the line that cros...
Kimmel asked 21/12, 2012 at 1:44
1
Solved
2
Solved
1
Solved
I want to display mesh models in OpenGL ES 2.0, where it clearly shows the actual mesh, so I don't want smooth shading across each primitive/triangle. The only two options I can think about are
...
Disbranch asked 16/2, 2012 at 11:49
1
Solved
Lets say that i have the following array :
float QuadVertices[4 * 2];
float QuadNormals[4 * 2];
Which i fill this way :
//Fill vertices for a 2d quad
Renderer->FillVertices(QuadVertices,GL_Q...
1
My Task
I currently creating a terrain for Unity3D which is specialized for mobile-devices with low memory for a running app. Allowing a terrain with a size of 15.000 x 15.000 kilometers and a hei...
5
Solved
Many of the mapping techniques including normal bump mapping, parallax mapping and others require the special per-vertex tangent-space basis (tangent, normal, binormal / bitangent).
This obviously...
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