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Tessellation, Normal Mapping, and Displacement Mapping - OpenGL
![preview_player](https://i.ytimg.com/vi/sivLPDxzmwo/maxresdefault.jpg)
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A quad is tessellated using tessellation shaders and vertices are displaced using the displacement map. Normals are sampled from a normal map. Using the OpenGL API.
The yellow outlines are rendered using geometry shaders.
Previously implemented shadow mapping also works for this generated geometry.
The yellow outlines are rendered using geometry shaders.
Previously implemented shadow mapping also works for this generated geometry.