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I'm trying to create the directions to the triangle edges out of ddx and ddy (In order to use in fragment normals). I have the barycentric coordinates of the the triangle, and intend to transform from them to a set of vectors and then from screen matrix to the tangent matrix. Does this make sense? Am I forgetting some other obvious way of doing this? The purpose of this is to make a shader that give triangles normal bevelled edges
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# ¿ May 8, 2020 00:19 |
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# ¿ May 11, 2024 21:50 |