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Recap yesterday and plan for today
Blackboard: Normal maps
Blackboard: The importance of Normal
Blackboard: What we need in order to compute lighting based on this Normal
Blackboard: Where the Normal map fits into the equation
Blackboard: Description of the surface
Blackboard: Description of the light
Blackboard: Casey's proposal
Blackboard: Blurring based on the surface description
Introduce the concept of a NormalMap
Blackboard: Normals have to be Normal
Introduce Unpack4x8 and unpack the Texels
Similarly unpack the Normals
Blackboard: We often bake the description of the surface into the Normal map
Lerp the Normals
Set tEnvMap from Normal.Z
Blackboard: We might want to switch nearer to 0.25
Setup the environment_map lookups
Pass that ScreenSpaceUV to SampleEnvironmentMap
Check if there is a NormalMap
Pre-light the Texel
We haven't talked too much about how you compute lighting equations, per se
Take SampleEnvironmentMap and return the Normal for now
Check it out in-game and generate a NormalMap to play with
Blackboard: The NormalMap that we're going to create
Blackboard: Think this through a little more
Throw in a Normal.z calculation for now and finish MakeSphereNormalMap
Add Normalize to handmade_math.h
Compile and see it in-game
dsjimenez Q: Your 2D art already seems to have some shading. Will that just represent ambient lighting when mixed with this dynamic lighting you're trying to do?
miblo Q: In MakeSphereNormalMap, should 'Y < Bitmap->Width;' be 'Y < Bitmap->Height;'?
tenbroya Q: How far do you think you can increase the capabilities of an engine like this before you start to suffer from performance constraints due to using only the CPU (vs GPU)?
stelar7 Q: Don't you need to SRBGToLinear1 the normals or use the normals instead of the texel in the lerp?
pseudonym73 Q: Normal.z = Sqrt(1.0f - Normal.x*Normal.x - Normal.y*Normal.y);
timbertoes Q: Is your lighting lookup a similar technique to MatCaps used in other software?
lukeultra Q: What benefits do you see from using the extra time it takes to create your own engine from scratch? Is it worth it in your opinion?
pseudonym73 Q: The catch is that it's going to take the Sqrt of a negative number if you're outside the sphere
We have come to the end of the questions