How to do bilinear interpolation of normals over a quad?

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萌比男神i
萌比男神i 2021-02-13 12:57

I\'m working on a Minecraft-like engine as a hobby project to see how far the concept of voxel terrains can be pushed on modern hardware and OpenGL >= 3. So, all my geometry con

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  •  不要未来只要你来
    2021-02-13 13:25

    Well... as you're using Bent normals technique, the best way to increase result is to pre-tessellate mesh and re-compute with mesh with higher tessellation.

    Another way would be some tricks within pixel shader... one possible way - you can actually interpolate texture on your own (and not use built-in interpolator) in pixel shader, which could help you a lot. And you're not limited just to bilinear interpolation, you could do better, F.e. bicubic interpolation ;)

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