how can you, in the most correct way, map normals and position to a texture, I'm guessing like this, but I think I'm wrong:
PS. Is depth maps the same as position maps?
VS: output.NormalW = mul(normal, worldMatrix); output.depthPosition = output.position; PS:
output.Normals = float4(input.NormalW, 1);
When I mean, 'the correct way', I mean so that this texture can be used in e.g:
Edited by Migi0027, 02 July 2013 - 11:51 AM.