hi all,
i am trying to play a little with brdf lighting,
so i’ve read a nice paper brought by nvidia,
explaining a bit of the maths underneath this tecnique.
I am a bit confused thou:
when indexing the drdf textures the nvidia guy
uses the light-ray/eye-ray in BTN coordinates space.
Why is that? why can’t i use the simple usual
object space coordinates?
thanks to you all…
the G.