Hello and thanks for this plugin.
I've been using it for a while now, and I recently stumbled over this:
http://http.developer.nvidia.com/GPUGems3/gpugems3_ch18.html
To implement this improved relief mapping technique, one needs an additional
channel in the normal map, representing height/diameter ratios of cones that
touch ("classic" cone mapping) or cut through (relaxed cone mapping, as
described in the article) the depth map. They can be stored alongside the
normal vector (the 3rd component can be recalculated in the shader) and the
height, or put into its own L/A texture, combined with the height. The author
suggests texture access time will be improved this way, as only 16bits of data
need to be fetched for each step of the intersection test.
Can I already do this with the current version of normalmap? If yes, how?
If cone map calculation isn't possible yet, would it be of interest to you to
implement it? I'm working on software to do this outside the plugin, so I could
give a hand if needed.
Original issue reported on code.google.com by onit...@gmail.com on 9 Jul 2010 at 12:31
Original issue reported on code.google.com by
onit...@gmail.com
on 9 Jul 2010 at 12:31