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Next-Generation Graphics Engine
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 Post subject: _F02_NormalMapping
PostPosted: 23.03.2009, 11:05 
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Joined: 11.06.2008, 10:34
Posts: 119
Firstly excellent work in Beta3!

Just looking through the shaders and noticed theirs now "_F02_NormalMapping". I assume this will only render a normal map as oppose to a normal and height as used for Parallax?

If I use the following for my material definition my model appears very dark on screen when saving the DDS using 3dc Normal Map export.

Code:
<Material>
   <Shader source="shaders/model.shader" />
   <ShaderFlag name="_F02_NormalMapping" />

   <Sampler name="albedoMap" map="textures/texture_d.dds" />
   <Sampler name="normalMap" map="textures/texture_n.dds" />
</Material>


Just tried Parallax mapping, using DDS, DXT1 1bit Alpha (with mipmap), and their seems to be a slight bizarre error. Though its being rendered, the texture is offset by about 10 pixels (diffuse, normal & height) - appears fine on F01, F02.

Any suggestions?

Best Regards,

_________________

Let's bring 'em out! Any old iron! Any old iron!
A door opens and a homewife brings out a rather sophisticated-looking ground-to-air missile system, and dumps it on the cart.
Thank you.


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 Post subject: Re: _F02_NormalMapping
PostPosted: 23.03.2009, 15:42 
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Joined: 11.06.2008, 10:34
Posts: 119
Best disregard this post, DXT5 seems to be the best compromise atleast for normal & parallax mapping.

_________________

Let's bring 'em out! Any old iron! Any old iron!
A door opens and a homewife brings out a rather sophisticated-looking ground-to-air missile system, and dumps it on the cart.
Thank you.


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 Post subject: Re: _F02_NormalMapping
PostPosted: 30.03.2009, 00:10 
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Engine Developer

Joined: 10.09.2006, 15:52
Posts: 1217
Normal map compression is a topic of its own. Here is some good info:
http://developer.nvidia.com/object/real-time-normal-map-dxt-compression.html


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