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Flipped UV's and normal mapping

How do people handle mirrored or reverse UV coordinates with normal maps? I know in game engines, its done during model loading or something like that, but how would I take renders with flipped UV coordinates? I can think of a workaround (put flipped UV shells in -1 to 0 and invert the red channel in the pixel shader for any pixels not in 0 to 1 texture space) but I would think there's a simpler way to do this?

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