![]() In the end the gpu get's the same thing from either method, (according to glintercept). It seems this is the more efficient way to do it, but it is not something currently we can do, (we can keep experimenting) but what was needed for efficiency in 2003, is a luxury, I'd say we can afford to take in 2014. How does kotor do bump maps? in two ways,Ī from a grayscale texture then renders a tangent normal map,ī from a pre rendered tangent-space normal map.Īlmost all the bumpmaps in kotor are prerendered, they come out in rgb when we extract the with ktool, but they also always crash the tpc viewer. This value is modulated with the bumpmapping light's color to produce the final highlight color. Specify a color for specular bumpmap highlights (RGB). These values are ignored if this texture is not a bump map. Specify what kind of bumpmapping this bump map will do: specular, diffuse, or both.
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