Finished the heat refraction effect (I hope) https://github.com/KhronosGroup/glTF-Sample-Assets/pull/127 This one uses counter-rotating Depth and Normal maps, for a moire like distortion effect which aims to obscure the fact that it’s using rotating UVs to distort the refraction to fake something like a heat refraction…
for just a model with triangle faces and a UV map (what most formats carry) all you need:* vertex array (3 elements: each holding x,y,z positions) * face array (3 elements: each pointing to the index of the vertex array of that vertex) * uvVertex array (same as vertex, holds U & V coordinates of the UV verts) * uvFace…
Here is a tut I did for someone a while back... This should explain it a little more straight forward than those links. "A. I traced out your little emblem. Black goes in... White will pop out... B. I used the Xnormal Filters to covert this black and white image into normal information. You get this when you download…
I dont think Per was saying that your uvs need to be 1:1 consistant over the whole mesh, its when you start scaling things up to fill large spaces, instead of packing differently or not worrying *so* much about using ever pixel. When people get obsessive with using every pixel bad things tend to happen, texal…