To create an effect of waves on the surface, we will need
a normal card. You can use such a
texture map to pick values that will be used
as normal on our surface.
before all things, be sure to mark tangent
is important, because the normal is extracted
the texture map are of course in the subject mark
(tangent mark). Therefore, move our vector
light l and the v in the tangent landmark perspective
order to correctly implement our model
lighting.
to do this, need us at least normal and the
tangent of the surface of water expressed in the landmark global
since water is static, normal n, the tangent
t and the both b are always the same. It should be noted that one
deformation of geometry modifies these vectors (see la
section 2.6).
正在翻譯中..
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