Please enlighten or correct me as to where I'm wrong thinking on this notion ...or I may just be tilting at windmills... I understand that when you take a number, say like, 255 [(a hole number integer) out of context] and divide it by 2 you get 127.5 and thus, through comprehensible rounding, bring it to 128 and provide…
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…
I didn't know what unsigned vs. signed means, so I asked one of the programmers here. Here's how he explained it to me. I added emphasis to highlight the meat of the issue... "Actually, we do use signed textures for normal maps, although we dont support loading them at the moment. The unsigned normal maps are converted.…
jeffrussell: well, you have [0,255] mapping to [-1,1] right jeffrussell: so the math to expand is this: jeffrussell: 2*(tex/255) - 1 jeffrussell: so there's no integer in there that gives you exactly 0 jeffrussell: you can try both 127 and 128 jeffrussell: 127 slightly under 0, 128 slightly over Its interesting that you…