New answers tagged

1

If you have lots of different input formats then #2 would probably make more sense, however you might end up with a lot of overhead (however I think more modern systems like UE4 do something like this), which leaves #1. However, most games typically do not vary the vertex formats between shaders or have models that have multiple input formats (You are more ...


0

I don't know if you solved the problem, but since I am working with SH I can tell you that the best way to project a cubemap so far is that of Peter Pyke Sloan. Here his paper on SH, he basically sums each contribute from each pixel weighted by some value obtained from its uv (st in opengl) coordinates. And then all coefficients are normalized by a value ...



Top 50 recent answers are included