Getting ready

For parallax mapping, we need three textures: a height map texture, a normal map texture, and a color texture. We could combine the height map and normal map into a single texture, storing the height values in the alpha channel and the normal in the R, G, and B. This is a common technique and saves a significant amount of disk and memory space. In this recipe, we'll treat them as separate textures.

We also need a mesh with tangent vectors as well so that we can transform into tangent space. For more information on tangent space, see the previous recipe.  

..................Content has been hidden....................

You can't read the all page of ebook, please click here login for view all page.
Reset
3.144.127.232