Normalmap
From Blood Wiki
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* [http://www.svartberg.com/tutorials/article_normalmaps/normalmaps.html Normalmaps for the Technical Game Modeler] | * [http://www.svartberg.com/tutorials/article_normalmaps/normalmaps.html Normalmaps for the Technical Game Modeler] | ||
− | In Darkplaces Engine, normalmaps are OpenGL-oriented (X stores horizontal, Y vertical) and can additionally store alpha-component which represents height that will be use for [[parallex mapping]]. | + | In Darkplaces Engine, normalmaps are tangentspace, OpenGL-oriented (X stores horizontal, Y vertical) and can additionally store alpha-component which represents height that will be use for [[parallex mapping]]. |
== See also == | == See also == | ||
* [[Texture]] | * [[Texture]] |
Revision as of 14:46, 18 July 2012
Normal maps are images that store per-pixel surfaces normals directly in the RGB values of an image. They can dramatically increase object detalisation without adding more polygons. Therefore, normalmaps have a bunch fo limits and quirks.
Recommended articles on normalmaps:
In Darkplaces Engine, normalmaps are tangentspace, OpenGL-oriented (X stores horizontal, Y vertical) and can additionally store alpha-component which represents height that will be use for parallex mapping.