Open evanwong opened 2 years ago
"It looks like I have the right output data already just not sure how to do the last part to "separate the channels and recover Z".
OK - first I'll validate that your texture is compressing/transcoding correctly. I will find you an example on how to recover Z.
That will be great! Thank you!
I am testing a .basis file we compressed/encoded from a png file and we are using webgl and the js transcoder.
./basisu -normal_map -mipmap -mip_smallest 4 -separate_rg_to_color_alpha desk.png
The document mentions
I am not able to find an example of how to do this part. I am running the webgl example server from this repository and it looks like the basis file is not the same as loading the png. And I suspect it is because missing the last part "You need to separate the channels and recover Z in the pixel shader using z=sqrt(1-x^2-y^2)".
From the webgl "/texture" page, if I put in the basis file, it will show the texture without background color in "Alpha Blend" mode and a grey background with texture color in "RGB" and "Alpha" mode. If I compare with the png file using the "/encode_test" page, the png file will show the purple background in "Alpha Blend" and "RGB" mode with the texture. But not showing anything at all in the "Alpha" mode.
It looks like I have the right output data already just not sure how to do the last part to "separate the channels and recover Z".
Png file we are testing: https://storage.googleapis.com/publictesting/desk.png Basis file we are testng: https://storage.googleapis.com/publictesting/desk.basis
Any help is appreciated! Thanks!