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_F02_NormalMapping http://horde3d.org/forums/viewtopic.php?f=2&t=674 |
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Author: | PuG [ 23.03.2009, 11:05 ] |
Post subject: | _F02_NormalMapping |
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, |
Author: | PuG [ 23.03.2009, 15:42 ] |
Post subject: | Re: _F02_NormalMapping |
Best disregard this post, DXT5 seems to be the best compromise atleast for normal & parallax mapping. |
Author: | marciano [ 30.03.2009, 00:10 ] |
Post subject: | Re: _F02_NormalMapping |
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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