Difference between revisions of "Hardware 3D (C++ DirectX Graphics) Tutorial 34"
From Chilipedia
(→Video Timestamp Index) |
|||
Line 6: | Line 6: | ||
* Texture alignment | * Texture alignment | ||
* RGB encoding of normal vectors | * RGB encoding of normal vectors | ||
+ | |||
+ | == <span style="color:red">Errata</span> == | ||
+ | I decode 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. | ||
== Video Timestamp Index == | == Video Timestamp Index == |
Revision as of 11:32, 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
I decode 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.