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Type: Posts; User: Moetman

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  1. Computing Tangents after deforming mesh in shader

    So I have a plane, I have sent in the Tangent attributes to the shader.
    I have a normal and height map (normal map generated off line from height map). Height map is used to deform mesh, normal map...
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    Normal Visualizer help

    HI,I want to code a normal visualizer using the Geometry shader however I'm not sure if I need a seperate Geometry shader for this or incorporate it into my current one. I don't think the latter is...
  3. Calculating Normals analytically (Jacobian Matrix?)

    Hi I have this Gerstner function:

    float PI = 3.14159265358979323846264;
    P = pos;

    for (int i = 0; i < numWaves; ++i) {
    float W =...
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    1,270

    Soved - was my stupid tex coord calculations :P

    Soved - was my stupid tex coord calculations :P
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    1,270

    Lookup texture coordinate issue

    Hi,

    I have a 4x4 float texture containing positions ranging from 0 ..10.
    I have a lookup float texture a 64x64x64 packed as a 2D texture 64x4096 containing some vectors in each texel.

    the...
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    1,629

    Calculating the Normal of a pixel

    Can someone provide some insight into this problem? If I have a R,G,B value - How do I calculate the normal? Do I take the normalized value of the surrounding pixel values?

    Regards
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