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Rasterized Water, Chapter 20

Hey,

I wanted to adapt some of the code from the Rasterized Water example and use it with normal maps that I was generating on the fly from displacment maps that are being updated every frame. Since the normal maps I’m generating are in world space I’m assuming I have to multiply by the inverse of the Tangent Binormal Normal matrix to get them into tangent space so then I can use them to offset the texture coordinates for refraction etc.

However, this seems to be a slightly convoluted way of doing things so I wanted to see if anyone knew a better way?

Cheers,
Eoin

I haven’t done that myself. I’d be interested to know if you’re getting a good frame rate, though.