How to Rotate a Vertex by a Quaternion in GLSL
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Any game that wants to simulate complex lighting effects from a large number of light sources could benefit from this technique. Very few games use more than the hardware’s built-in light sources, and most of the smaller light sources are approximated with glow or light maps. This technique is offered as an alternative to glow and light maps that is still efficient, yet computes accurate lighting effects. This technique would be especially impressive for games with night scenes that are lit up by many small point lights.