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3

Applying two normal maps is not that bad. Many games apply multiple normal maps already because they're blending between texture layers (e.g. for terrain), so having a normal map representing the larger displacements and another normal map for fine details is pretty reasonable. Check out Blending in Detail by Colin Barré-Brisebois and Stephen Hill for a ...


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I have actually found a way to do it. The thing is, alpha values are blended separately from colors and you can specify a different function for their blending. So what you can do, is set the blending function for alphas as BlendFunction.Max and only allow the highest alphas through. This will allow you to "mark" pixels for the glow pass with alphas equal ...


42

This looks like the bottom layer of a volume texture that many games these days use to perform color correction. The idea is that the final RGB screen color, after rendering and tonemapping, is used as a texture coordinate to index into this texture, and the color found in the texture replaces the original color. This allows artists to arbitrarily modify ...


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I just tried this with the debug layer enabled and I got the info: D3D11 INFO: ID3D11DeviceContext::DrawIndexed: Element [1] in the current Input Layout's declaration references input slot 1, but there is no Buffer bound to this slot. This is OK, as reads from an empty slot are defined to return 0. It is also possible the developer knows the data will ...



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