Game Development Reference
In-Depth Information
5. (a) 7
(b) 3
(c) 1
(d) 10
(e) 4
(f) 2
(g) 9
(h) 6
(i) 8
(j) 5
6. Here we encode each component by multiplying by 127, adding 128, and then rounding to
an integer. If any answer is off by 1 pixel, that's probably OK. (It's best to make sure −1
gets encoded as zero.)
(a)
R=0, G=128, B=128
(b)
R=162, G=60, B=230
(c)
R=128, G=128, B=255
(d)
R=128, G=237, B=193
7.
Tangent-space
Model-space
normal
Binormal
normal
(a)
[0.000, 1.000, 0.000]
[0.577,−0.577, 0.577]
[0.577,−0.577, 0.577]
(b)
[−0.172, 0.211, 0.953]
[0.000, 0.000, 1.000]
[−0.172, 0.953, 0.211]
(c)
[0.000, 0.703, 0.703]
[0.000, 0.894, 0.447]
[0.703, 0.628, 0.314]
(d)
[0.820,−0.547, 0.133]
[−0.064,−0.786,−0.615]
[0.864, 0.386, 0.307]
B.11
Chapter 11
(Page 549.)
2 ≈ 6.89×10 3 N
m 2
lb
in 2
lb
in 2
× 4.448 N
1 lb
1 in
0.0254 m
1. 1
≈ 1
×
2.
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