Thanks heaps for this! It's simple enough to see which way the normals are pointing just from the colors in the normal map, makes it easier to see what the code should be doing.
I think what I'm finding is that skybox textures don't seem to have a standard form. In the attached image the dim red blob is at x=-7, the bright green at y=+7 and the dull blue at z=-7 (world). I am not flipping the images on Y as I load them yet "cloudy skyboxes" on OGA work once the "up" and "down" textures were rotated 90° left and "park skyboxes" all work without any changes. I don't think I'm doing anything funky in the shaders:
Thank you, this is really useful. What is the intended orientation of the floor and ceiling? If I am looking towards -ve Z and -ve X is to my left and then I look up to +Y, am I supposed to see A,B, C, D clockwise around the corners?
Thanks for this! The effect is intense!
Thank-you for this! It makes it really easy to see that the normal mapping is working properly on faces that need translation to tangent space.
Thanks heaps for this! It's simple enough to see which way the normals are pointing just from the colors in the normal map, makes it easier to see what the code should be doing.
I think what I'm finding is that skybox textures don't seem to have a standard form. In the attached image the dim red blob is at x=-7, the bright green at y=+7 and the dull blue at z=-7 (world). I am not flipping the images on Y as I load them yet "cloudy skyboxes" on OGA work once the "up" and "down" textures were rotated 90° left and "park skyboxes" all work without any changes. I don't think I'm doing anything funky in the shaders:
Thank you, this is really useful. What is the intended orientation of the floor and ceiling? If I am looking towards -ve Z and -ve X is to my left and then I look up to +Y, am I supposed to see A,B, C, D clockwise around the corners?