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#Actualwh1sp3rik

Posted 11 August 2012 - 02:15 PM

Hi,

I am trying to figure out, how to render a terrain with my deffered lighting and i still have problems with normal map.

I am passing my terrain blocks into vertex shader, where i read heightmap texture to set heights to verticles.
I have also normal map, which was generated in LT3D software.

It seems, normal map from LT3d is in tangent space. I tried to convert it into world space by this formula:
float3 normal = NormalTexture.SampleLevel( ss, input.texnorm, 0 ).xyz;
normal = float3(0,0,1)*normal.x + float3(1,0,0)*normal.y + float3(0,1,0)*normal.z;
normal = normalize(normal * 2 - 1);
All terrain normals "shows" green colours mostly .. and that's still wrong.

What i need to get normals working ? I read somewhere in this forum, i don't need tangents and bitangents as terrain is not rotating.

Thank you Posted Image

#1wh1sp3rik

Posted 11 August 2012 - 11:06 AM

Hi,

I am trying to figure out, how to render a terrain with my deffered lighting and i still have problems with normal map.

I am passing my terrain blocks into vertex shader, where i read heightmap texture to set heights to verticles.
I have also normal map, which was generated in LT3D software.

What i need to get normals working ? I read somewhere in this forum, i don't need tangents and bitangents as terrain is not rotating.

Thank you :)

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