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Deferred rendering issue


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#21 Noxil   Members   -  Reputation: 449

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Posted 01 April 2013 - 12:15 PM

The normals are exported from maya.



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#22 galop1n   Members   -  Reputation: 226

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Posted 01 April 2013 - 12:45 PM

Strange you said that the gbuffer was ok and now the normal is wrong :)

 

The normal is world space as i can see in the point light shader (you should switch to view space but that's an other topic).

 

Do you just dump the mesh normal, or do you use some kind of tangent frame to use tangent space normal map ? If you use a tangent frame, do you have mirror in uv and you forget to split the vertex where the uv direction change ?



#23 ~0ul   Members   -  Reputation: 512

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Posted 01 April 2013 - 01:59 PM

If you have pix, then you can output your corrupted g-buffer to the back buffer and run a single frame capture on it. Then run the "debug this pixel" feature on the black pixels by right clicking on them. That will let you step through the shader to see what is wrong.



#24 Noxil   Members   -  Reputation: 449

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Posted 01 April 2013 - 02:01 PM

Thank you all for trying to help me.

Sadly i wont have time to look further into this for the coming week.

I will have to get back to this at a later time.






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