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The file you have requested: Mods / Graphical Tweaks / Horizonmapping Techdemo - 225.45kb is not available. Perhaps try browsing all files for the game Doom III and upload any files you want to share or are missing. This is the only information we could locate:

We all know Bumpmapping which calculates the pixelcolour depending on the anglebetween the pixels normal and the lightdirection but if we take a closer lookwe notice that these "shadows" wont get longer or shorter.This is when horizonmappingbecomes handy which allows us to draw a correct shadow which gets longer and shorter.Although horizonmapping is normally done with additional textures , I decidedthat a heightmap (stored in the Normalmaps Bluechannel) should be enough to generatethese "shadows".The Shader simply traces a ray from the current pixelposition backto the light and checks if hit intersects another pixel, if it does so , the currentpixel must be in the shadowvolume.

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