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1

You can interpolate tangents just like you would everything else, there should be no problems with that, as long as your mesh (morph target) count is low - I think there was a rather low limit on how many attribute slots you can use (GLES2.0 says there must be at least 8, Chrome seems to have 16). An alternative (if you can take the pressure on the pixel ...


-1

This is a late answer but here is a sample of what you would do Vertex shader: attribute vec3 aVertexPosA; attribute vec3 aVertexPosB; attribute vec2 aVertexTex; attribute vec3 aVertexNormA; attribute vec3 aVertexNormB; uniform float morphTime; varying vec3 vVertexNorm; varying vec2 vVertexTex; void main(void){ vec4 vertexPos = vec4(mix(aVertexPosB, ...


0

Disclaimer. My first intention was to update existing answer, but then I understood that I totally rewrote it. That's why I am creating new one. Yes, it's possible. The communication is possible between the browser and unity in both directions. In the unity documentation this topic is well described. So it's possible to create a general function that will ...


2

I don't think . But you can try to call a javacript like this (using Application.ExternalEval(.. ): <script type="text/javascript" language="javascript"> <!-- //initializing the WebPlayer var u = new UnityObject2(); u.initPlugin(jQuery("#unityPlayer")[0], "Example.unity3d"); function SaySomethingToUnity() { u.getUnity().SendMessage("MyObject", ...


-1

I believe when you mention the glitchy shadow mapping the problem is that you forgot to clamp the texture coordanites between 0, and 1 to prevent them from tiling.


1

I found this paper: "Efficient GPU-Based Texture Interpolation using Uniform B-Splines" http://www.mate.tue.nl/mate/pdfs/10318.pdf Which states: It should be noted that there are some precision issues associated with the hard-wired linear texture interpolation. When, e.g.,an eight-bit texture is filtered, most people would expect that first the ...


2

As luck would have it IƱigo Quilez wrote an article about this which popped up in my Facebook feed this morning. Hardware texture intepolation is fast and convenient. It is bilinear (plus mipmapping), and despite it can be somehow improved, it works great for most cases. Most cases being texture mapping of surfaces with color/albedo, normal and ...



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