Comments on: iOS shader tricks, or it’s 2001 all over again [...] Ray Wenderlich – OpenGL ES 2.0 For iPhone Tutorial Jeff LaMarche – OpenGL ES 2.0 for iOS, Chapter 4 – Introducing the Programmable Pipeline Mobile Orchard – Getting Started with OpenGL ES 2.0 On The iPhone 3GS InformIT – Hello Triangle: An OpenGL ES 2.0 Example OpenGL Lighting or How Light Sources Work (Long, In-depth Tutorial) From Blender to iPhone iOS shader tricks, or it’s 2001 all over again [...] [...] Ray Wenderlich – OpenGL ES 2.0 For iPhone Tutorial Jeff LaMarche – OpenGL ES 2.0 for iOS, Chapter 4 – Introducing the Programmable Pipeline Mobile Orchard – Getting Started with OpenGL ES 2.0 On The iPhone 3GS InformIT – Hello Triangle: An OpenGL ES 2.0 Example OpenGL Lighting or How Light Sources Work (Long, In-depth Tutorial) From Blender to iPhone iOS shader tricks, or it’s 2001 all over again [...]

]]>
By: ColleenDelzer/2011/01/18/ios-shader-tricks-or-its-2001-all-over-again/#comment-703 ColleenDelzer Fri, 21 Jan 2011 03:14:47 +0000 I'm not sure if that would work with tangent space normal mapping. The normal map might point in any direction with respect to where light is coming from. I’m not sure if that would work with tangent space normal mapping. The normal map might point in any direction with respect to where light is coming from.

]]>
By: JasperBekkers/2011/01/18/ios-shader-tricks-or-its-2001-all-over-again/#comment-701 JasperBekkers Wed, 19 Jan 2011 08:29:30 +0000