RE: [Algorithms] packing textures : normals & lightmaps
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From: Ced <je...@cl...> - 2003-12-18 23:53:28
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You can have a look to this paper http://mirror.ati.com/developer/NormalMapCompression.pdf The DXT5 tricks is explained in the ShaderX book (do not remember if it was= =20 the first or second edition) Hope i could help C=E9dric =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D= =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D= =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D= =3D=3D=3D=3D At 23:54 18/12/2003, you wrote: >At 02:36 PM 12/18/2003 -0800, Jon Watte wrote: >>Another way to do normal maps is to store a grayscale height field (much >>like a displacement map) and take partial derivatives at runtime > >Yeah, that's pretty sexy, but I'm on PS1.1 =3D no go. > >At 04:13 PM 12/18/2003 -0500, Francis Boivin wrote: >>As far as normal maps are concerned, the "trick" with DXT5 would be to >>encode either X, Y or Z in the alpha channel > >Have you done this? Do you have screen shots? Does it look=20 >reasonable? I would think the DXTC chunking artifacts would still give it= =20 >a very bad "scaly" look. Try it on a sphere, that tends to show the worst= =20 >anomalies. > > >---------------------------------------------------- >Charles Bloom email "cb" http://www.cbloom.com > > > >------------------------------------------------------- >This SF.net email is sponsored by: IBM Linux Tutorials. >Become an expert in LINUX or just sharpen your skills. Sign up for IBM's >Free Linux Tutorials. Learn everything from the bash shell to sys admin. >Click now! http://ads.osdn.com/?ad_id=3D1278&alloc_id=3D3371&op=3Dclick >_______________________________________________ >GDAlgorithms-list mailing list >GDA...@li... >https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list >Archives: >http://sourceforge.net/mailarchive/forum.php?forum_id=3D6188 |