Posts Tagged normal map
Hi, This tutorial is the first from the series: PloobsEngine Advanced Tutorials. It will talk about how to use normal, specular, glow and paralax mapping with PloobsEngine. (tutorials series here)
One of the greatest beneficts of Deferred Shading is the possibility of separating the light and geometry calculation. For us, in simple way, this mean that we dont need to rewrite all the phong calculation in every shader we build. The materials are just different ways of processing the geometry, the lighting evaluations remains exactely the same.