Updated documentation for use of generated normals.
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@ -268,7 +268,7 @@ Often shader effects need tangent vectors to work properly. These
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tangent vectors, usually called tangent and binormal, are computed
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on the CPU and given to the shader as vertex attributes. These
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vectors are computed on demand on the geometry using the effect if
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the 'generate' clause is present in the effect file. Exemple :
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the 'generate' clause is present in the effect file. Example :
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<generate>
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<tangent type="int">6</tangent>
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@ -277,8 +277,10 @@ the 'generate' clause is present in the effect file. Exemple :
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</generate>
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Valid subnodes of 'generate' are 'tangent', 'binormal' or 'normal'.
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The integer value of these subnode is the index of the attribute
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that will hold the value of the vec3 vector.
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The integer value of these subnodes is the index of the attribute
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that will hold the value of the vec3 vector. If 'normal' generation
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is requested, the generated normals will replace those supplied by
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the model or terrain, which is usually undesirable.
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The generate clause is located under PropertyList in the xml file.
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@ -297,7 +299,7 @@ be bound to an attribute in the program clause, like this :
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</attribute>
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</program>
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attribute names are whatever the shader use. The index is the one
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attribute names are whatever the shader uses. The index is the one
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declared in the 'generate' clause. So because generate/tangent has
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value 6 and my_tangent_attribute has index 6, my_tangent_attribute
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holds the tangent value for the vertex.
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