| Age | Commit message (Collapse) | Author | 
|---|
|  |  | 
|  |  | 
|  |  | 
|  | update. | 
|  |  | 
|  |  | 
|  | ssreflection | 
|  | reflection from eye is the right one. | 
|  | not the product. | 
|  | about this yet. | 
|  |  | 
|  |  | 
|  | +		// Offset the guess source a little according to a trivial
+		// checkerboard dither function and spec.a.
+		// This is meant to be similar to sampling a blurred version
+		// of the diffuse map.  LOD would be better in that regard.
+		// The goal of the blur is to soften reflections in surfaces
+		// with low shinyness, and also to disguise our lameness. | 
|  |  | 
|  | don't use varying version of lightnorm for lighting the reflection-guess-point. | 
|  |  | 
|  |  | 
|  | SSAO. | 
|  | revisit soft alpha in materials project. | 
|  |  | 
|  | water has depth.  Using 4th component of the normal map to encode a position displacement (along the normal) in the class2 shadow lookup. | 
|  |  | 
|  |  | 
|  | thing we did to this vector was normalize it anyway. | 
|  | from class1 except for some minor const tweaks (I've migrated class3's tweaks into class1 on the assumption that this was what davep sees all the time) | 
|  | greater than 0. | 
|  |  | 
|  |  | 
|  |  | 
|  | update. | 
|  |  | 
|  |  | 
|  | ssreflection | 
|  | reflection from eye is the right one. | 
|  | not the product. | 
|  | about this yet. | 
|  |  | 
|  |  | 
|  | +		// Offset the guess source a little according to a trivial
+		// checkerboard dither function and spec.a.
+		// This is meant to be similar to sampling a blurred version
+		// of the diffuse map.  LOD would be better in that regard.
+		// The goal of the blur is to soften reflections in surfaces
+		// with low shinyness, and also to disguise our lameness. | 
|  |  | 
|  | don't use varying version of lightnorm for lighting the reflection-guess-point. | 
|  |  | 
|  |  | 
|  | SSAO. | 
|  | revisit soft alpha in materials project. | 
|  |  | 
|  | water has depth.  Using 4th component of the normal map to encode a position displacement (along the normal) in the class2 shadow lookup. | 
|  |  | 
|  |  | 
|  | thing we did to this vector was normalize it anyway. |