hi there thanks for the input :) I get your point of the storage of floats. But the way you edit these vertex values are API related. For example I already need to 'normalize' those values in the VS because maya doesn't do it on its own (which is logic for colors). Even then, problem arise: Imagine grass is driven by red…
A baked diffuse? For a mile large level? You cant be suggesting that baking out some insanely high-res image would actually save memory? I know thats not what you're saying so can you explain a little more? And yeah, for your application i'm sure vert based will work just fine, my comments were more general purpose =)…
yeah, rgba is the way to go. I have to pay attention to the maximum number of samplers maya allows, but I'll try to go for a four sets of textures blend. bugo: there's no way you can automaticly link every lamp in the scene. that's what Highquality rendering is for. But you can link your lights attributes to the shader.…
firstly, awesome work Brice, this shader is amazing. ive been fiddling around with the terrain blending and am getting really nice results, but ive been reading through this thread and a few others and see examples of this shader being used with baked vertex occlusion. can anyone share some info on how to set this up, i…