Added normals to vertexdata
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@@ -226,8 +226,8 @@ graph LR
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## Open Questions
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## Open Questions (Answered)
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1. **Cubemap source** — procedural gradient skybox (no asset needed) vs actual HDR cubemap `.dds` file?
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2. **Sampler heap** — does the engine already have a linear sampler registered, or does one need to be created?
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3. **Specular** — want Blinn-Phong specular in Phase 2, or just diffuse + ambient for now?
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1. **Cubemap source** — **Procedural gradient skybox** chosen because asset loading infrastructure is not yet established.
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2. **Sampler heap** — Evaluate what exists. However, with a procedural skybox, we won't need a sampler for Phase 3! (The sky color can be procedurally generated from the reconstructed view direction).
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3. **Specular** — **Blinn-Phong** specular, structured in an agnostic way so PBR (physically based rendering) parameters can be plugged in later.
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