First of all, thanks for the maintenance release!
Just one question:
"Normals handling fixed in createMeshWithTangents, existing normals are not always destroyed now."
Does it mean that I can have smoothed normals/tangents now? Currently (in 1.6) when I load up a model and create a mesh of it with tangents, even if I have smoothed the normals previously (angle weighted option screws it up totally!) and the geometry is also welded, it will generate flat surfaces (you can see the edges, not only the edges of the model). You can see this in the ParallaxMapping demo of Irrlicht as well.
Image:
Cheers,
PI
[fixed]Tangent woes 1.6 (1.52?)
In shader programming, a semantic is the data you tell the graphics card to provide to the shader program. The semantics can be many, and they involve data you need to render, namely vertex Position, Normal, Tangent, Binormal, Weights, Bone Index... etc.
In the shader, you must declare what semantics are you going to use, (POSITION0 for the vertex position, NORMAL0 for the normal, TANGENT0 for the tangent data and so on)
So, what i am asking is what of these Semantics are now in effect, to use them in the shaders.
In the shader, you must declare what semantics are you going to use, (POSITION0 for the vertex position, NORMAL0 for the normal, TANGENT0 for the tangent data and so on)
So, what i am asking is what of these Semantics are now in effect, to use them in the shaders.
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
It's the same as before, this topic is unrelated to which semantics are used (TEXCOORD1 and TEXCOORD2).Mel wrote:So now what are the semantics to use when doing normal mapping?
ShadowMapping for Irrlicht!: Get it here
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