Difference between revisions of "Hardware 3D (C++ DirectX Graphics) Tutorial 34"
From Chilipedia
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== <span style="color:red">Errata</span> == | == <span style="color:red">Errata</span> == | ||
− | Chili decodes the z component of the normal map by mapping from 0..1 => 0..1 directly, but this mapping is not common, nor is it correct for the map we are using. All channels should be mapped with 0..1 => -1..+1. This will be corrected in Part 2. It ''is'' true that the z channel will never be less than zero in a proper (tangent space) normal map. | + | In '''Part 1''', Chili decodes the z component of the normal map by mapping from 0..1 => 0..1 directly, but this mapping is not common, nor is it correct for the map we are using. All channels should be mapped with 0..1 => -1..+1. This will be corrected in '''Part 2'''. It ''is'' true that the z channel will never be less than zero in a proper (tangent space) normal map. |
== Video Timestamp Index == | == Video Timestamp Index == |
Revision as of 15:35, 28 August 2019
Normal mapping is like what texture mapping would be if it actually lived up to its name. Time to learn about tangent space and other such weird things, I guess.
Topics Covered
Part 1
- Normal mapping motivation / goal
- Texture alignment
- RGB encoding of normal vectors
Errata
In Part 1, Chili decodes the z component of the normal map by mapping from 0..1 => 0..1 directly, but this mapping is not common, nor is it correct for the map we are using. All channels should be mapped with 0..1 => -1..+1. This will be corrected in Part 2. It is true that the z channel will never be less than zero in a proper (tangent space) normal map.