mickvangelderen / clustered-light-shading

Exploring stereoscopic rendering.

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Use more material information

mickvangelderen opened this issue · comments

I want to have a

  • diffuse map
  • specular map
  • bump map
  • mask map

for every material.

  • Need to maintain a map from texture file path to texture to deduplicate texture loading.
  • Need to create artificial 1x1 maps for materials that use a constant.

Unsolved

Alpha channel vs separate mask?
Have extra uniforms to decide whether to sample from a texture or use a uniform value? Or just create a texture for everything?