write out normalbuffer for ssao
Members - Reputation: 126
Posted 29 July 2012 - 02:03 PM
just a short question, a normal can point in any direction so it can cotain negativ values. So whats the best way to handle negativ values for an normalbuffer which will be used for ssao. (I'm writing the normals on rendertarget with 4 floats)
Or are these values saved as they are, even if they are negativ?
Crossbones+ - Reputation: 3490
Posted 29 July 2012 - 02:26 PM
A common way to solve this problem is to convert the values in your normal vector from a range of [-1, 1] to a range of [0, 1] and back again when you do your ssao pass
You can do said conversion like this: n = (n + 1) / 2
The conversion back to your original range would then become: n = n * 2 - 1
I gets all your texture budgets!