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General Description Quick Note irradiance maps are the image of the world around a point (environment map) which has been recalculated so each pixel is actually the sum of incident lighting on a surface with a given normal. When given a surface you can use the normal to do a texture lookup to get the indirect illumination value. OK, so your irradiance ...


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You could do something as simple as XMVector3TransformNormal of the direction light with the original Rotation. Generally in SIMD-friendly coding, individual component access is a performance hit, so you want to avoid doing it whenever possible. That's why in DirectXMath (aka XNAMath version 3) the individual element members _11 - _44 were removed from ...


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Before you get too deep into this project I'd like to comment. It looks like you're drawing the whole cube for each block in the world. If I am wrong, then ignore this, but if I'm right you should definitely consider a more efficient approach. You do want one normal per face, which probably means drawing cubes with 24 vertices (4 vertices per face, instead ...


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If you would do hard normals for these boxes it would eliminate your problem. For that you have to have a normal not per vertex, but per face. You could do this by having four vertices with the same normal for each face of the cube, that is 24 vertices. That way, a whole face will receive an even amount of light. You also mention that you tried to combine ...


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There is not THE SOLUTION when it comes to implement complex lighting. As a result I can not tell you the "usual method", but I can give you pointers in the direction. First, you want to get rid of the notion, that you have one shader and render one pass and you are done. The way multiple lights are handled is by rendering one light at a time and the ...



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