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**Describe the bug**
It seems that the texture color pass through the front faces and map to both the front faces and the occluded faces when texture mapping.
For example:
![image](https://user-ima…
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Hi Benny, I'm porting your 3DEngine to Java and accidentally bump into issue with texture creation.
In you Variance Shadow Mapping Implementation video you changed shadowMap internal format to GL_RG32…
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Textures that I'm working with for testing:
http://planetpixelemporium.com/earth.html
Bump mapping and normal mapping are different things. Who knew?
Bump mapping info:
Original Paper:
https…
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An idea shamelessly stolen from Build (since Build is, like *Marathon*, a portal engine, we can probably adapt many of its algorithms with few changes). Being able to scale and rotate textures arbitra…
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DirectXTex should add a function to convert between ``D3D12_TEXTURE_LAYOUT_ROW_MAJOR`` and ``D3D12_TEXTURE_LAYOUT_64KB_STANDARD_SWIZZLE``.
https://learn.microsoft.com/en-us/windows/win32/direct3d12…
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This plug-in would be a lot more useful if it could import/export (diffuse) texture maps. (Suggestion: the implementation of obj import/export of texture maps and uv's is pretty easy to follow.)
O…
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**Issue by [alexanderbock](https://github.com/alexanderbock)**
_Thursday May 05, 2016 at 21:38 GMT_
_Originally opened as https://github.com/OpenSpace/OpenSpace-Development/issues/51_
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Allow the…
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Relatesd to channel texture logic (#38), discard map_pbr logic.
Logic seemed approriate but is falling very badly due to mismatches in channel texture mapping. Also various lot of obcure exclusion an…
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### Describe the bug
It seems like tone mapping is always applied, even if it's commented out in `ColorGrading.shader` -- and the debug views also seem to receive tone mapping.
### To Reproduce…