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Latest NormalMapping Activity
![OpenGL procedural terrain - triplanar texture mapping + normal mapping](https://uploads.gamedev.net/blogs/monthly_2023_11/large.a0a3411fc1834c90aeab2ba90fb5329c.2023-11-25-23-58-52.jpg)
Just a small demo of triplanar texture mapping + normal mapping in action over a procedurally generated surface.
To better show the effect, in this simple demo I used a brick texture over a very smooth terrain (generated using small values of "persistence").
Textures from:
. FreePBR.com
. Textures.com
C…
![OpenGL Procedural terrain - Improved texturing and normal mapping](https://uploads.gamedev.net/blogs/monthly_2023_11/large.7a910e98f446478a9717f774a1dede78.2023-11-24-19-31-13.jpg)
JoeJ said:
Notice both methods have in common that you have to duplicate vertices.
very true, didn't even think about that.
JoeJ said:
If you think of a detailed mesh with thousands of triangles, those duplicated vertices are few in comparison to the total vertex count, so it's no problem an…
![Normal map issues, I think the tangents are wrong](https://uploads.gamedev.net/forums/monthly_2020_02/82c018d260ba41a3948ee7df8167c060.inGame_box.png)
So you've solved the problem of all UV edges getting cut/not getting sewn?
Can you try to use the DAE untriangulated and see if the game engine does a proper job of triangulation?
![Specular shimmer on edges of normal mapped object](https://uploads.gamedev.net/forums/monthly_2019_12/2736dcc674eb49a2ac09e71f386c5953.specular.png)
I recall having this effect a number of times. In my case the cause were normals that didn't all point in the same direction. I'm not sure if there's a quick fix for it. Either anti-aliasing as mentioned (but I doubt that), or maybe a different shadowing approach. Should these pixels actually be li…