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Texture Filtering Messes Up My Normal Mapping


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#1 Endemoniada   Members   -  Reputation: 312

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Posted 17 May 2013 - 04:02 PM

Hi guys,

 

I have a cube and a normal map that makes the edges look rounded. If I use any kind of filtering for the normal map sampler I see really thin seams, I know what's causing it but don't know what to do about it. If I use no (or point) filtering the seems goes away but then it's pixelated when I get up close. What should i do ? Is this a common problem ?

 

Thanks.

 

PS - I'm using D3D9 and HLSL


Edited by Endemoniada, 17 May 2013 - 04:04 PM.


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#2 swiftcoder   Senior Moderators   -  Reputation: 9857

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Posted 17 May 2013 - 11:30 PM

Are you re-normalizing the vector after you read it out of the texture?

 

Interpolation between pixels will result in a normal of slightly less than unit length. This may well be sufficient to cause the seams you have observed.


Tristam MacDonald - Software Engineer @Amazon - [swiftcoding]


#3 Krypt0n   Crossbones+   -  Reputation: 2503

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Posted 18 May 2013 - 03:36 PM

probably filtering from outside the texture area of the triabgle. you need to create a border around the texutre areas, some kind of dilation filter




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