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DirectXFreak

Is AUV a useable format for normal maps in games?

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Greetings, I am trying to apply a normal map that uses AUV tiling to a rather low poly mesh. I've been told that it should work, but in the application it's just displaying the tiles in a straight checkered fashion. It seems to me that UV is done per vertex, so unless there was a vertex on each edge of the checkers in the map, the rasterizer would simply interpolate the coordinates. Is this format acceptable for realtime applications? Thanks.

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