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jrapczak

Supporting Mirrored UVs for Normal Maps

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jrapczak    176
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

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Aldenar    378
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.

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rollo    366
I think nvidias MeshMender can help you. Check it out here: http://developer.nvidia.com/object/NVMeshMender.html

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