Was wondering if anyone had any white papers or how tos that i could pass along to the programmers here about implementing mirrored normal maps. I know i shouldn't be the one looking this up, but they seem to have hit a road block with their searches.
Thanks for your helpzorz in advance.
bai.
Replies
http://www.terathon.com/code/tangent.php
Alternate route would be to have the artists move the mirrored parts uv's over exactly one in any direction and have a check for if the uv's are greater than one or less than one invert the green channel.
GDC2002 -- Texture Space On Real Models
This presentation covers generating texture space and fixing real-world issues such as mirroring.
http://developer.nvidia.com/object/gdc_tspacereal.html
Keg you know i heart you..
http://trowley.org/