BUG: Normal Map DDS not supported in 1.8.1
by Steve Acaster · in Torque Game Engine Advanced · 04/29/2009 (8:12 am) · 5 replies
After a fair bit of porting/testing/code patching, it appears that TGEA 1.8.1 does not support Normal Map DDS files on DTS models. It all goes horribly wrong with inverted lighting - shadowed areas are fully lit, lit areas are in shadow.
And I did patch all the reported errors in the engine from the sticky. Reverting to non-DDS formats for normal mapping cures said problem. This wasn't an issue in 1.7.1.
And I did patch all the reported errors in the engine from the sticky. Reverting to non-DDS formats for normal mapping cures said problem. This wasn't an issue in 1.7.1.
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#2
generally speaking, DXT compression produces horrible results on normal maps
Yeah, I noticed and have come up with a whole host of tests to get better results.
edit: Lol! Swizzling actually is a technical description!
04/29/2009 (10:17 am)
Ah, I'll have a read of that and see about "swizzling".generally speaking, DXT compression produces horrible results on normal maps
Yeah, I noticed and have come up with a whole host of tests to get better results.
edit: Lol! Swizzling actually is a technical description!
#3
...swizzle that shizzle my mizzle.
(swizzle that sh&* my man)
not that you need mroe than that PDF AlexS posted but have ti anyways...more info on this shiznit here yo: go to section "3.3 Tangent-Space 3Dc"
Liking those test results Steve! nice to see another analytical mind roaming about the realm of normal maps!
04/29/2009 (9:05 pm)
ya, swizzle. ...swizzle that shizzle my mizzle.
(swizzle that sh&* my man)
not that you need mroe than that PDF AlexS posted but have ti anyways...more info on this shiznit here yo: go to section "3.3 Tangent-Space 3Dc"
Liking those test results Steve! nice to see another analytical mind roaming about the realm of normal maps!
#4
If it is working as it should in 1.8.x, then maybe will have to give it a shot, since it'll save alot of space and alot of the artifacts from DXT compression in normal maps are somewhat balanced out with Z being calculated in the shader (thus everything is normalized or should be)
04/29/2009 (9:18 pm)
We had experimented with DDS Normal maps prior to 1.7.1 with some decent results (had modified the shader ourselves to swizzle the channels, but lighting was still a mess).If it is working as it should in 1.8.x, then maybe will have to give it a shot, since it'll save alot of space and alot of the artifacts from DXT compression in normal maps are somewhat balanced out with Z being calculated in the shader (thus everything is normalized or should be)
#5
Also, when I say "TGEA 1.8.x trunk" I probably also mean "Torque 3D trunk", just so you guys know.
05/04/2009 (11:15 pm)
As a general update, in TGEA 1.8.x trunk, there is now a swizzledNormalMap parameter for each stage of a material which indicates if the normal map has been swizzled as described in that paper. The material system no longer assumes that a DXT5 normal map has been swizzled.Also, when I say "TGEA 1.8.x trunk" I probably also mean "Torque 3D trunk", just so you guys know.
Associate Alex Scarborough
Too bad this isn't documented though. It should probably be a separate flag on the material instead of "Oh hey, DXT5 bumpmap, it must be swizzled!"
Edit: Bah, I missed a chance to use "It's not a bug, it's a feature!" in an accurate and non-ironic context.