A better way to handle texture scale/cache
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06-23-2014, 02:20 PM
(This post was last modified: 06-23-2014 02:29 PM by Arborea.)
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RE: A better way to handle texture scale/cache
Would be possible to inject for example depth maps or displacement maps for Parallax Occlusion Mapping/Displacement Mapping/Tessellation or it requires full texture replacement ? Or even lightmaps , environment maps , shadow maps for more advanced lighting/shadows ?
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Messages In This Thread |
A better way to handle texture scale/cache - RadarNyan - 06-18-2014, 10:37 AM
RE: A better way to handle texture scale/cache - [Unknown] - 06-18-2014, 05:25 PM
RE: A better way to handle texture scale/cache - Henrik - 06-18-2014, 10:01 PM
RE: A better way to handle texture scale/cache - [Unknown] - 06-18-2014, 11:04 PM
RE: A better way to handle texture scale/cache - YaPeL - 06-23-2014, 01:27 PM
RE: A better way to handle texture scale/cache - RadarNyan - 06-20-2014, 06:34 PM
RE: A better way to handle texture scale/cache - [Unknown] - 06-20-2014, 07:46 PM
RE: A better way to handle texture scale/cache - RadarNyan - 06-21-2014, 07:52 AM
RE: A better way to handle texture scale/cache - Arborea - 06-23-2014 02:20 PM
RE: A better way to handle texture scale/cache - RadarNyan - 06-23-2014, 07:54 PM
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