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castano 17 years ago
parent 76431f9f44
commit 1a5f54a3b3

@ -158,7 +158,7 @@ If the input image is a normal map, it may require some special treatment. For e
void InputOptions::setNormalMap(bool isNormalMap);
}}}
Normal map mipmaps are generated by filtering previous normal map levels. After filtering the resulting normals are generally unit length. By default, these normals are re-normalized, but you can chose to left them unnormalized with the following method:
Normal map mipmaps are generated by down filtering the previous normal map level, just like with regular images. However, after down filtering the resulting normals are generally not unit length. By default, these normals are re-normalized, but you can chose to left them unnormalized with the following method:
{{{
void InputOptions::setNormalizeMipmaps(bool normalizeMipmaps);
@ -182,14 +182,15 @@ For example, to use the alpha channel of the input texture as the height you wou
inputOptions.setHeightEvaluation(0, 0, 0, 1);
}}}
The height factors are not normalized, so you can also use them to change the steepness of the heightmap.
The height factors do not necessarily sum 1. So, you can also use them to change the steepness of the height map, and the sharpness of the resulting normal map.
{{{
inputOptions.setNormalFilter(float small, float medium, float big, float large);
}}}
*TODO*: Are the mipmaps generated from the heightmap or from the normal map? from the normal map. Normal map conversion is only done to the input images.
Mipmap generation behaves as with regular normal maps. The input images are first converted to normal map. Then the mipmaps are generated from the normal maps as usual, unless the user provides the mipmaps explicitly, in which case normal map conversion is applied again.
*TODO*: Normal map conversion is only done to the input images. Mipmaps are generated from the normal map as usual.
=== Quantization ===

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