View Single Post
Old 10-01-11, 03:28 AM   #32
skwasjer
The Old Man
 
Join Date: Apr 2007
Location: Netherlands
Posts: 1,547
Downloads: 26
Uploads: 3
Default

It's simply a render of the uv map for AO (vector2 array).

You have to define the right vertex structure. When more uv maps are defined on a model, a vertex structure has extra texcoords:

Vector3 Position;
Vector3 Normal;
Vector2 UV;
Vector2 UV_AO;

In shader code you decide when to use and what you do with it (and not in program code). In the same way you need to provide bi/tangent normals for bump mapping. And of course need to pass the appropriate textures to the shader pipeline. See my shader for an example...

Hint:
VS_OUTPUT RenderSceneVS( float4 vPos : POSITION,
float3 vNormal : NORMAL,
float2 vTex0 : TEXCOORD0,
float2 vTex1 : TEXCOORD1,
uniform bool bWireFrame )
skwasjer is offline   Reply With Quote