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Geometric Shaders


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More time doesn't mean more space :P It would take more time because it needs to read from the normal map texture, but the size of your BSP would be the same as if you didn't use bumpmapping.

Good to know that :3

 

Now i will check this method on my map as well ^^

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What is the text I have to put in the shader file for normals?

 

textures/amace_leviathan/wall3
{
     q3map_normalimage textures/amace_leviathan/wall3_normalmap
     qer_editorimage textures/amace_leviathan/wall3
     q3map_lightmapsamplesize 1x1
{
     map $lightmap
     rgbGen identity
}
{
     map textures/amace_leviathan/wall3
     blendFunc GL_DST_COLOR GL_ZERO
}
}

example shader

q3map_normalimage "path of texture"

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textures/amace_leviathan/wall3
{
     q3map_normalimage textures/amace_leviathan/wall3_normalmap
     qer_editorimage textures/amace_leviathan/wall3
     q3map_lightmapsamplesize 1x1
{
     map $lightmap
     rgbGen identity
}
{
     map textures/amace_leviathan/wall3
     blendFunc GL_DST_COLOR GL_ZERO
}
}
example shader

q3map_normalimage "path of texture"

 

not in rend2

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