Actually what I noticed the most was how the reflection would bend where it wasn't supposed to. At least in your example. I'll have to go play with it. Thanks. Alex
You have to arrange your uv islands in the UV 0,1 square.The dublicated(mirrored for example) can be shifted outside of this square, so that they are on another square but on the some relative position
Thanks for the information Eric, I see. Now I'm wondering if you can get normal maps to work mirrored uvs why wouldn't with code the engine be able to figure out which section of the cube map is supposed to be rendered on the model? What I'm getting at here is if the engine is using the normal map to light the model so it…
OK warby I found something similar to what you're saying. I think you're using unsigned normal maps, which for your engine means a 128 color is considered a non-bent normal (pointing straight up on X/red). Here's a quote from one of our graphics programmers: [ QUOTE ] Signed normal maps are useful for helping to hide…
Well I was totally wrong about 127 gray. Doing some more tests. Turns out that (128,128,255) gives me a straight up normal once it's converted into a signed normalmap, but (127,127,255) gives me a slightly bent normal. Here's a shot. http://www.ericchadwick.com/examples/images/2008.01.09_normalmap_seams.jpg Reflection made…