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mirrored Normals support? #401852
05/25/12 09:39
05/25/12 09:39
Joined: Feb 2006
Posts: 1,011
Germany
pegamode Offline OP
Serious User
pegamode  Offline OP
Serious User

Joined: Feb 2006
Posts: 1,011
Germany
Hi,

our character modeler just asked me a question about the engine that I cannot answer, but maybe you can:

"Quick question: does the engine support mirrored normals? As in, if one half of a model is textured (diffuse and normal map), while the other half is a mirrored copy, will the engine render the mirrored half normally or will it invert it? I've been unwrapping the model in halfs to increase texture space but if the engine doesn't support this i'll have to rebake what i've done so far."

Regards,
Pegamode.

Re: mirrored Normals support? [Re: pegamode] #401855
05/25/12 10:34
05/25/12 10:34
Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
txesmi Offline
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txesmi  Offline
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Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
I would say yes. Each vertex has its normal and uv coords independently if they are mirrored from other vertex or not. uv coords are independient from triangle coords, so you can texture a triangle in native texture format or inverted without problems.

I think it has more to do with how your 3d app exports each vertex. If each vertex has its normal and uv coord right, it will render good.

Salud!

Re: mirrored Normals support? [Re: pegamode] #401859
05/25/12 11:05
05/25/12 11:05
Joined: Jul 2000
Posts: 27,986
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,986
Frankfurt
Correct. The engine will render the mirrored half normally, as it sees no difference between a mirrored polygon and its original.

Re: mirrored Normals support? [Re: jcl] #401861
05/25/12 11:29
05/25/12 11:29
Joined: Feb 2006
Posts: 1,011
Germany
pegamode Offline OP
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pegamode  Offline OP
Serious User

Joined: Feb 2006
Posts: 1,011
Germany
Thanks for your answers.


Moderated by  old_bill, Tobias 

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