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Forum: Vizard 06-25-2013, 01:33 PM
Replies: 7
Views: 17,297
Posted By shivanangel
Wow, I must have hit undo at some point in my...

Wow, I must have hit undo at some point in my code because I remember renormalizing the normal map from -1 to +1 ... but it sure isn't in that code...

I'll give your tips a try.

Not sure why...
Forum: Vizard 06-21-2013, 04:50 PM
Replies: 7
Views: 17,297
Posted By shivanangel
I went ahead and attached the model and textures....

I went ahead and attached the model and textures.

Thanks,
George

Vertex:

#version 120

uniform int NumLights;
Forum: Vizard 06-21-2013, 02:15 PM
Replies: 7
Views: 17,297
Posted By shivanangel
After reading a while on Normal maps for other...

After reading a while on Normal maps for other engines, I found that this is a common problem when the attributes do not contain a 4th 'W' component indicating mirrored portions of the mesh. ...
Forum: Vizard 06-21-2013, 01:50 PM
Replies: 7
Views: 17,297
Posted By shivanangel
The mirroring takes place when I use the symmetry...

The mirroring takes place when I use the symmetry modifier on the polygonal mesh. In this case, I created a high resolution mesh for 1/8th the roof of a cylindrical building.
I then use the...
Forum: Vizard 06-21-2013, 12:15 PM
Replies: 7
Views: 17,297
Posted By shivanangel
Normal Map, Tangent Binormal on Mirrored Objects

Dear Support,

I had a question regarding your calculation of tangent and binormal attributes for shaders.

On my 3ds objects, to conserve texture space I am using symmetries. This causes the...
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