Jump to content
  • Advertisement
Sign in to follow this  

Supporting Mirrored UVs for Normal Maps

This topic is 4728 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Can someone point me in the direction of some info on supporting mirrored UVs for normal maps? It seems to me like it should be something easy in the vertex shader, but is it a deeper, scarier problem? Thanks for any help! Jesse

Share this post


Link to post
Share on other sites
Advertisement
I don't really see how it could be done in the vertex shader. I think that in that case, the best thing to do is to duplicate the vertices that have that kind of UV discontinuities. This is usually handled when pre-processing the meshes, while computing the tangent space basis. I don't have link right now, but check out ATI and NVIDIA samples and tools, you'll surely find information about that.

Share this post


Link to post
Share on other sites
I think nvidias MeshMender can help you. Check it out here: http://developer.nvidia.com/object/NVMeshMender.html

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!