Difference between revisions of "Hardware 3D (C++ DirectX Graphics) Tutorial 34"

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(Errata)
(Video Timestamp Index)
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== Video Timestamp Index ==
 
== Video Timestamp Index ==
* [https://youtu.be/1aaAyL6SyE0 Tutorial 34]
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* [https://youtu.be/1aaAyL6SyE0 Tutorial 34 - Part 1]
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* [https://youtu.be/7xeQebPhOtQ Tutorial 34 - Part 2]
  
 
== Source Code ==
 
== Source Code ==

Revision as of 00:43, 7 September 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, but it does not seem to be common to use this unused range to expand the dynamic range of the z channel encoding.

Video Timestamp Index

Source Code

See also