Comments (5)
Hello and thank you for your feedback,
I'm not sure I understand the issue: why is it not possible to use vsWorldNormal for you?
Thank you,
from minko-lighting.
For example, i created a water waving effect in vertex shader, and i need to recalculate vertex's normal, but i can't find the right way to update the vertex normal for enviromentmap's calculation. Because applyEnvironmentMapping() doesn't have a normal method, he directly use vsWorldNormal which is the default, which in this case i need to update them.
proxy:SFloat
vertex(){
// recalculate the normal xxx
proxy = new normal;
}
fragment(){
//calcaulate light is ok using the new normal
//then apply envmap shader
color = applyEnvironmentMapping(diffuse);
// so i can't change the normal you use in that funcion.
// and i think it would be better to provide a normal method, it's more flexible.
}
from minko-lighting.
ok I got it :)
I'll see what we can do, but providing a substitute normal as an argument sounds like a good idea.
The patch - if any - will be in minko's dev branch since minko-lighting is now deprecated:
http://answers.aerys.in/discussion/232/merging-minko-and-minko-picking#Item_1
from minko-lighting.
Oh, i see. We can't wait to meet minko's new version ;)
Good luck.
from minko-lighting.
tracked internally as feature #907
from minko-lighting.
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