Closed MaNGusT- closed 3 years ago
In latest dev build, with 4.0 light and shader, I can not reproduce BUG 2 (which is probably the origin for all those bugs). I opened OBJ and added same diffuse and spec map and it looked OK and was also OK after saving and reloading as PIE3 with normals.
Yeah, in latest dev build with integrated light I see that only when I use external shader button, normals get -хyz values in viewport. But no matter do I use external shader or internal shader, normals will be exported with -xyz values.
Should be fine after #28...
pieNormals_test6.zip
Testing: to exclude effect of broken shaders, you need to NOT specify a normal map for a testing model.
1) BUG If open a model without vertex normals (pie2 or pie3) and don't use normal map, WMIT calculates and shows face normals as inverted.
2) BUG If open a model with vertex normals(OBJ) and don't use normal map, WMIT inverts normals and shows them inverted.
3) BUG If open an OBJ model with vertex normals and then save it to PIE3 with vertex normals, then WMIT saves inverted normals.
4) NOT A BUG If open PIE3 with inverted normals that were previously saved, then WMIT still shows them inverted.
P.S. When it will be fixed, I will need to fix shaders and re-export models that use vertex normals in ARmod.