Now my only problem is how to mix 2D backgrounds with 3D characters, and then how to use pixel shaders to render real-time lighting.
Here's the general idea:
I'm still trying to figure out what all these means to be honest. The last time I dealt with all these 3d jargons was 6 years back.
Here's the general idea:
- All art assets must be rendered with: albido (diffuse) map, normal map (in world space) and depth (bump) map (also in world space).
- Render pass 1: render all albido into a render target
- Render pass 2: render all normal maps in world space
- Depth sort all entities with Y-axis and render each sprite's depth representation (no fucking clue what this means)
- For each light source use albido, normal and depth map to calculate light values per-pixel
I'm still trying to figure out what all these means to be honest. The last time I dealt with all these 3d jargons was 6 years back.