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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
932 Chapter 20 Special Effects Using Shaders
The sample application also has a dynamic update system. If the environment
changes, the scene is re-rendered to create the cube maps. Of course, the objects that
will receive the reflection are also rendered. If one reflecting object reflects another,
you will not see the environment map on the reflected object.
Example
20.1
Create a cube map whose texture RGB values are compressed unit-length vectors.
If V generates (s , t) on one of the faces, and if U = V/|V|=(u
0
, u
1
, u
2
), the texture
RGBcolorisC(s, t) = ((1, 1, 1 ) + (u
0
, u
1
, u
2
))/2. This is called a normalization map.
GivenavectorV, a lookup into the normalization ...
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Publisher Resources

ISBN: 9781482267303