In-Class
A small in-class quiz/activity following our lecture. Goal is for you to understand the key takeaways from class!
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In regard to the 'point light' what is attenuation? *
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When modeling a light in space, why do we have to compute the FragPos in our vertex shader?
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What is a normal map?
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Why do we need (yet another!) matrix for normal mapping, i.e. the TBN Matrix?
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