Hardware 3D (C++ DirectX Graphics) Tutorial 34

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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.

Video Timestamp Index

Source Code

See also