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* Tangentspace normalmap is based on vertex normals, if vertex normals is adjusted, normalmap is outdated.
 
* Tangentspace normalmap is based on vertex normals, if vertex normals is adjusted, normalmap is outdated.
 
* There is DirectX and OpenGL normalmap format, should figure out what format tool is producing and fix normalmap if it doesnt fit.
 
* There is DirectX and OpenGL normalmap format, should figure out what format tool is producing and fix normalmap if it doesnt fit.
* UV seams and 'hard edges' produced by vertex normals is tricky.
 
 
* Normalmappers have a couple of quirks (aliasing, noise).
 
* Normalmappers have a couple of quirks (aliasing, noise).
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* UV seams and vertex normals 'hard edges' is tricky.
  
 
'''Recommended articles on normalmaps:'''
 
'''Recommended articles on normalmaps:'''
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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:
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In Darkplaces Engine, normalmaps are:
 
* Tangent-space RGB
 
* Tangent-space RGB
 
* OpenGL-oriented (X stores horizontal, Y vertical)
 
* OpenGL-oriented (X stores horizontal, Y vertical)
* Optionally can store alpha component which represents height that will be used for [[parallax mapping]].
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* Optionally can store alpha component which represents height that will be use for [[parallax mapping]].
 
* Compressed to DXT1 (if not alpha) or DXT5
 
* Compressed to DXT1 (if not alpha) or DXT5
  
 
== See also ==
 
== See also ==
 
* [[Texture]]
 
* [[Texture]]
 
[[Category:Glossary]]
 
{{finished}}
 

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