randycat99
Veteran
Is it possible to render an onscreen image using a conventional rasterizer and composite a finite number of swatches that have been "pixel-shaded" via CPU (3 or 4 bumpmapped rocks in the player's view, for example)? Yes, it wouldn't be a "pervasive" effect (is there a game to date that actually does have bumpmapping on everything?), but it could certainly be a means to sparingly enable such an effect where it would otherwise not be possible.
Also, what if you dynamically updated (again via CPU) a certain texture map to be later applied to polygons. The trick is that the dynamic updating comes from a pixelshading operation. The updating is done per lighting and directional information from the game state, for example? (Something as simple as a dynamically updating specularity map to give the sense of bumps, perhaps?) Could such a technique offer some interesting possibilities?
Also, what if you dynamically updated (again via CPU) a certain texture map to be later applied to polygons. The trick is that the dynamic updating comes from a pixelshading operation. The updating is done per lighting and directional information from the game state, for example? (Something as simple as a dynamically updating specularity map to give the sense of bumps, perhaps?) Could such a technique offer some interesting possibilities?