write out normalbuffer for ssao

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1 comment, last by Farci 11 years, 8 months ago
Hello,

just a short question, a normal can point in any direction so it can cotain negativ values. So whats the best way to handle negativ values for an normalbuffer which will be used for ssao. (I'm writing the normals on rendertarget with 4 floats)
Or are these values saved as they are, even if they are negativ?
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A common way to solve this problem is to convert the values in your normal vector from a range of [-1, 1] to a range of [0, 1] and back again when you do your ssao pass

You can do said conversion like this: n = (n + 1) / 2


The conversion back to your original range would then become: n = n * 2 - 1

I gets all your texture budgets!

ahh ok then this way, thought there might be an more classy way :)

thx for help

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