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See https://learnopengl.com/Advanced-Lighting/Parallax-Mapping and https://learnopengl.com/Advanced-Lighting/Parallax-Mapping. With the deferred rendering pipeline already implemented, this is as simple as adjusting the normals and texture coordinates that get stored in the GBuffer.
However, I have no real need to implement this right now, so I'm putting it off.
The text was updated successfully, but these errors were encountered:
Also displacement mapping
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cannontwo
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See https://learnopengl.com/Advanced-Lighting/Parallax-Mapping and https://learnopengl.com/Advanced-Lighting/Parallax-Mapping. With the deferred rendering pipeline already implemented, this is as simple as adjusting the normals and texture coordinates that get stored in the GBuffer.
However, I have no real need to implement this right now, so I'm putting it off.
The text was updated successfully, but these errors were encountered: