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3D Game Engine Design, 2nd Edition
book

3D Game Engine Design, 2nd Edition

by David Eberly
November 2006
Intermediate to advanced content levelIntermediate to advanced
1040 pages
26h 31m
English
CRC Press
Content preview from 3D Game Engine Design, 2nd Edition
922 Chapter 20 Special Effects Using Shaders
(a) (b)
Figure 20.15 (a) A bump-mapped torus. (b) The same rendering with only the base texture and
no bump-mapping.
(a) (b)
Figure 20.16 (a) A close-up view of the bump-mapped torus. (b) The same rendering with only
the base texture and no bump-mapping.
20.6 Gloss Maps 923
are (1, 1/2, 1/2) and (1/2, 1, 1/2), respectively. At a pixel midway between the ver-
tices, the interpolated RGB value is (3/4, 3/4, 1/2), so the uncompressed vector is
2(3/4, 3/4, 1/2) (1, 1, 1) = (1/2, 1/2, 0), which is not unit length.
A fix to this problem is to use what is called a normalization cube map. Cube maps
are discussed in ...
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Publisher Resources

ISBN: 9781482267303