Kelsidavis-WoWee/include
Kelsi eaceb58e77 Add normal mapping and parallax occlusion mapping for WMO surfaces
Generate normal+height maps from diffuse textures at load time using
luminance-to-height and Sobel 3x3 filtering. Compute per-vertex tangents
via Lengyel's method for TBN basis construction.

Fragment shader uses screen-space UV derivatives (dFdx/dFdy) for smooth
LOD crossfade and angle-adaptive POM sample counts. Flat textures
naturally produce low height variance, causing POM to self-select off.

Settings: Normal Mapping on by default, POM off by default with
Low/Medium/High quality presets. Persisted across sessions.
2026-02-23 01:10:58 -08:00
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audio Smooth login music start and lower auth-screen volume 2026-02-20 20:34:06 -08:00
auth Vanilla/Turtle WoW support: M2 loading, bone parsing, textures, auth 2026-02-13 16:53:28 -08:00
core Reduce logging overhead and reuse WMO culling futures 2026-02-22 06:42:15 -08:00
game Stabilize streaming memory and parser handling; revert socket recv optimizations 2026-02-22 07:26:54 -08:00
network Optimize world socket buffer handling and logging 2026-02-22 08:16:54 -08:00
pipeline Prefer canonical case-resolved files for Warden MPQ hash checks 2026-02-20 01:49:43 -08:00
platform Fix three Windows-specific compile errors 2026-02-18 17:52:28 -08:00
rendering Add normal mapping and parallax occlusion mapping for WMO surfaces 2026-02-23 01:10:58 -08:00
ui Add normal mapping and parallax occlusion mapping for WMO surfaces 2026-02-23 01:10:58 -08:00