For this recipe, we extend the geometry shader's instancing approach to create environment maps that were introduced in the previous recipe, Implementing multithreaded cubic environment mapping, and generate a dual paraboloid environment map. A dual paraboloid map (DPM) requires only two render targets instead of the six used in the cube maps, therefore requiring less texture memory. However, there is also no built-in hardware support for sampling a DPM that instead requires a manual implementation of the sampling based on the reflection vector.
Argentina
Australia
Austria
Belgium
Brazil
Bulgaria
Canada
Chile
Colombia
Cyprus
Czechia
Denmark
Ecuador
Egypt
Estonia
Finland
France
Germany
Great Britain
Greece
Hungary
India
Indonesia
Ireland
Italy
Japan
Latvia
Lithuania
Luxembourg
Malaysia
Malta
Mexico
Netherlands
New Zealand
Norway
Philippines
Poland
Portugal
Romania
Russia
Singapore
Slovakia
Slovenia
South Africa
South Korea
Spain
Sweden
Switzerland
Taiwan
Thailand
Turkey
Ukraine
United States