Timeline for SSAO issue - surfaces darken based on camera angle
Current License: CC BY-SA 3.0
7 events
when toggle format | what | by | license | comment | |
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Jan 23, 2016 at 16:59 | comment | added | Yattabyte | Oh I see, so the texture being set to GL_FLOAT circumvents that problem from occurring. Then that explains why I didn't really notice any differences. | |
Jan 23, 2016 at 16:56 | comment | added | Nils Ole Timm | It's not so much offsetting them as mapping them from the [-1,1] into the [0,1] range. Because if you store it in a non-floating point texture, it will get mapped to colors between 0 and 1, so all the negative values would have been turned into 0. In order to avoid that you tend to map the normals into the 0 to 1 range. But that depends on your render target. | |
Jan 23, 2016 at 16:53 | vote | accept | Yattabyte | ||
Jan 23, 2016 at 16:52 | comment | added | Yattabyte | Alright, this seems to have vastly improved the results I had. I am still a bit curious though - should I be offsetting the normals before storing and reading them (the normal * 2 - 1 and normal * 0.5 + 0.5)? I don't seem to see any difference on my end right now between doing it and not doing it. | |
Jan 23, 2016 at 15:33 | comment | added | Nils Ole Timm | Either will work, it's just important that you are consistent. | |
Jan 23, 2016 at 15:22 | comment | added | Yattabyte | I've heard a lot of bad things about transforming normals to view space, would it be sufficient to do that in this case, or should I transform my sample back into world space? | |
Jan 23, 2016 at 13:34 | history | answered | Nils Ole Timm | CC BY-SA 3.0 |