-
```
What steps will reproduce the problem?
1. Open any 3DC compressed normal map.
2. Decompress with nvdecompress.
3. Open it in any image editor.
What is the expected output? What do you see instead…
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Hi,
May I know the scene ids used in ScanNet? I want to fairly compare objectsdf++ with rico, but it seems that both use different scenes in ScanNet.
Also, may I know how to pre-process ScanNet?…
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--> Message to a Specific Player
by using !r* for red player , !b* for blue player and so on.
--> 3D sphere for sky in Glest.
--> Lobby Client
--> Map Distinction
Official Maps ( …
ZeoxD updated
5 years ago
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The Blinn-Phong shader and Diffuse shader have support for diffuse and normal maps, but not yet for specular and roughness maps.
To do:
* Add specular and roughness maps as texture inputs to the fol…
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# How would you like the feature to work?
Provide a checkbox (or two) in the viewer's Edit tool to enable inversion of the red/green channels in the Normal map; just one checkbox would be needed to e…
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Hello there,
Thanks a lot for making penumbra! I know this project is not very active at the moment. I just wanted to know whether penumbra supports normal maps in any way.
I can't understand h…
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Not only this is requested by some users, there are multiple edge cases we must ensure don't break:
1. Simple diffuse map alpha tested
2. Diffuse map alpha tested, but sampler state is not N°0, th…
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We use the Alpha component on the texture to increase the quality of the normal maps.
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Transit plot: instead of selecting a transitRoute be able to select aggregates, e.g. all TransitLines starting with “U7---” (for Berlin I created the convention normalLineName---gtfsId, the normal lin…
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I'm creating normal maps for a texture pack and I can't seem to get the rotation right. The normals look okay when the block is in a certain angle, but for other angles the normal map rotation seems w…