[PATCH] Additional texture maps (specular, normal, AO)
- Specular map - relevant now that we have specularity, this would allow marking certain parts of a texture as shiny instead of the whole material (the tip of a spear, gold flecks in a mine, the metal part of a helmet but not the leather, etc.)
- Normal / bump map - typically used to simulate higher quality lighting details on a low poly model; due to the game's default view it may have more use on terrains
- Ambient occlusion map - to simulate realistic lighting of models, such a texture could be precomputed by the engine on model load and cached for efficiency
Change History
(11)
Cc: |
christofi.cos@… added
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Owner: |
set to myconid
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Cc: |
christofi.cos@… removed
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Keywords: |
patch review wip added
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Milestone: |
Backlog → Alpha 11
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Priority: |
If Time Permits → Nice to Have
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Summary: |
Additional texture maps (specular, normal, AO) → [PATCH] Additional texture maps (specular, normal, AO)
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Milestone: |
Alpha 11 → Alpha 12
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Keywords: |
wip removed
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Milestone: |
Alpha 12 → Alpha 11
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Resolution: |
→ fixed
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Status: |
new → closed
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Adds normal, parallax, specular and self-illumination mapping