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Normal Mapping on skinned?
Posted: Sun May 21, 2006 8:15 pm
by Chosker
hello, I'm working on a project and I was wondering if normal mapping can be used on skinned (animated) meshes
so far I can't get the shader working properly so i thought this could be the reason for it
so, does OGRE support normal mapping on skinned meshes?
thanks
Posted: Sun May 21, 2006 9:26 pm
by jacmoe
I saw a screenshot of the Robot normalmapped in a nfz shader topic, so that is indeed possible.

Posted: Sun May 21, 2006 9:51 pm
by sinbad
Provided you use tangent-space mapping and your shader adjusts the normals based on the skinning too, this is a given.
Posted: Sun May 21, 2006 11:10 pm
by Chosker
good, any way I can get a shader example of this? I am no good with shaders

Posted: Tue May 30, 2006 2:50 pm
by dupleg
yea yeah.... i also need something like this, me too not good with shaders. i asked for some link to learn shader fast and easily, no one provided!

.... i need this really bad
Posted: Tue May 30, 2006 4:57 pm
by jacmoe
dupleg wrote:i asked for some link to learn shader fast and easily, no one provided!

.... i need this really bad
Well, if you find a link like that: please share it with us!
There is no way to learn shader programming fast.
Sure, it is faster than learning C++, but still fairly complex.

Posted: Tue May 30, 2006 5:17 pm
by Vectrex
so the included ogre normalmap shader doesn't work well on animated meshes?
Posted: Tue May 30, 2006 7:45 pm
by BlasterN
@jacmoe
I saw it, and yes it's possible I have two models nomal maps.
@Vectrex
You missunderstood everything.
Tangent Normal Map. (ogre one)
Work for animated (deformable) & static geometry.
World Normal Map
Only work for Static meshes.
so why use World Nomal Map. Performance, less shader code.
Read this thread:
http://forums.cgsociety.org/showthread.php?t=129627
Its curious if I dont remember bad, someone ask this yesterday... here:
http://www.ogre3d.org/phpBB2/viewtopic. ... highlight=