I'm currently testing various methods of recalculating normals for an ocean shader with some vertex displacement waves.
One of these approaches uses sine - cosine correcelations to calculate the normal components, as described here:
http://www.antongerdelan.net/opengl/vertex_displacement.html
What I'd like to know is, how would you modify this method for waves that are not linear like in the example but irregular or
circular shaped?
Replies
or use something like forward differencing
http://github.prideout.net/sympy-surfaces/
Thanks for the help and the code sample. Forward differencing is a term I never heard of, although I've been using it for generating normals from height before.