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use only one texCoords per surface #194
The extra compute and boilerplate code seem useless and it already ended in bugs when parallax offset was applied to diffuse, normal, specular but nor glow map, and I would find stupid to add more boilerplate when height map will be implemented.
Diffuse/normal/specular/glow/height maps are component of the same material, so there is no reason to handle their coordinates separately.
Doing this would also avoid the need for a lot of
And well, that extra code seems useless even when they are enabled.
It unify the symbol names to
Some comments in already rewritten code told that Tr3b had issue with some driver/hardware suffered from "too much var" issue when passed from vp to fp shaders, leading him to abuse some variables,
For multimap material (diffuse/normal/specular/glow), the
Note that we already computed the parallax
2 times, most recently
Mar 30, 2019
So about the idea itself @cmf028 said this is the way to go, I would appreciate someone validating the implementation too.