examples/gl/multiTexture3dExample/README.md
This example demonstrates how to use multiple textures in a shader. The vertex shader will use a displacement map texture to determine the amount to 'push out' the vertices of the mesh. The frag shader will apply lighting based on a normal map, diffuse texture and ambient occlusion texture using 2 lights. A fbo will be used to determine how much the textures should influence the sphere. By default the sphere has a slight phong shading with a solid color.
You will learn how to..
Pay attention to..
TexturePack class in ofApp.hWhen launching this app, you should see a single sphere and a grid plane on a dark background.
Instructions for use:
d to toggle debugup and down to cycle through the 3 texture packsThis Example uses the following classes: