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> you can get "non-locality" via texture lookups inside the shader code. So you define a way to encode arbitrary non-local data as texture data, correct? That
by jarrett 13y ago
> you can get "non-locality" via texture lookups inside the shader code.
So you define a way to encode arbitrary non-local data as texture data, correct? That is, you're hacking textures as a store for arbitrary data instead of the image data that textures were originally designed to store?
- ramidarigaz 13y agoYep, exactly. There are a number of techniques that take advantage of this. Most notable are bump mapping and normal mapping.