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Found 3 results

  1. Hi, we are writing a custom deferred shader and we want to supply the normal in World Space, not Tangent Space. How can we achieve this? We do not want the value we supply in gbuffer.normal to be interpreted as if it was in Tangent Space. /roberto
  2. Hi, When loading my created mesh objects which I saved before there are no normals anymore in the mesh object. Here is a reproducer: { auto mesh = Unigine::Mesh::create(); mesh->addSurface("0"); mesh->addVertex(Unigine::Math::vec3(1.f, 1.f, 0.f), 0); mesh->addVertex(Unigine::Math::vec3(1.f, 0.f, 1.f), 0); mesh->addVertex(Unigine::Math::vec3(0.f, 1.f, 1.f), 0); mesh->addNormal(Unigine::Math::vec3(0.f, 0.f, 1.f), 0); mesh->addNormal(Unigine::Math::vec3(0.f, 0.f, 1.f), 0); mesh->addNormal(Unigine::Math::vec3(0.f, 0.f, 1.f), 0); mesh->addIn
  3. Lately I've been trying to workout a problem with tangent space normal maps in Unigine. Basically, there's no real standardization for tangent space coordinate systems, and each engine presents it's own set of variables that can be drastically different from the next. Thus, baking normal maps becomes a problem, since in some basic cases it becomes very obvious that there's a mismatch. There's a piece of software called Handplane 3D that attempts to bridge that gap by reading in object space normal maps and the mesh, and spitting out tangent space maps that are calibrated to various engines.