RE: [Algorithms] low order SH vs Half Life 2 "Radiosity Normal Ma pping"
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From: <Pau...@sc...> - 2004-04-16 13:42:55
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On 16/04/2004 14:33:52 gdalgorithms-list-admin wrote: >Pau...@sc... writes: > > If you use tangent space normal maps (as opposed to world space), > > palletisation will take care of that problem, I should think. Or > > at least I thought that was the latest thinking regarding > > compressing normal maps... :-) > > Palettes are not supported by the latest crop of hardware, and unlikely > to be in the future. You can emulate them in the pixel shader with > a dependent texture read, but that gets very expensive for anything > more than point sampling (8 texture lookups for bilinear!). > > For all practical purposes, palettes are a think of the past on the > GPU side, leaving various DXT encodings as the only really practical > way of compressing normalmaps. Thats a shame, palettes were cool. Ah well. Can anyone point out the differences in these two techniques, then (i.e. mine and Gary's) - I assume the lightmaps in Gary's technique must represent scalars rather than vectors? Cheers, Paul. ********************************************************************** This email and any files transmitted with it are confidential and intended solely for the use of the individual or entity to whom they are addressed. If you have received this email in error please notify pos...@sc... This footnote also confirms that this email message has been checked for all known viruses. ********************************************************************** SCEE 2004 |