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Writing papers again, and rock solid ones this time
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Not only, not to me. 2.5d refers to "all sorts of things" that are based on a 2d map for 3d calculations, eg. bumpmapping, displacement maps, heightfields, wolfenstein and raycasted stuff, and so forth.. That part of the tut focuses particularly on displacement actually, which is groundwork for some nice GLSL atuff: parallax or dot3 bumpmaps, for instance, or normal mapping. It sure won't teach you how to do all those things in detail: there are tons of tuts and ready-made code to download anyway, it's more like "tying ends together and guiding you through my very own -book of shadows-". Eg. drawing a line through essential topics of gfx algorithmy, allowing you to better select what suits your needs, which algorithms, alternatives, shortcuts to some so good looking effects - yet so cheap in terms of cpu. Book of lights actually.
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