Timeline for Inverting matrix in HLSL
Current License: CC BY-SA 3.0
3 events
| when toggle format | what | by | license | comment | |
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| Apr 29, 2011 at 15:20 | comment | added | DeadMG | I also came to this conclusion- that it would be easier to transform the lighting parameters into object space on the CPU, and then into tangent space on the GPU. After all, the object space is the same for each instance. | |
| Apr 29, 2011 at 15:20 | vote | accept | DeadMG | ||
| Apr 27, 2011 at 23:17 | history | answered | Olhovsky | CC BY-SA 3.0 |