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#1 |
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Senior Member
Join Date: Jul 2002
Location: Denmark
Posts: 1,195
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Does Doom 3 use object or tangent space normal mapping, or a combination of both?
Before I updated ATI drivers, there was this noticable seam down the middle of all characters. The most likely reason for that AFAICS, is that the game uses object space normal maps, where the normals are flipped for rendering both sides of the model. I've also searched some old threads on B3D that talks about Doom 3 using OSNM. Then comes the part that puzzels me, doesn't OSNM normally only work on static geometry, that is non-deformable models? Is there some workaround for this (for example not using it at skinned joints) or did id use tangent space normal mapping? |
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#2 | |
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Tea maker
Join Date: Feb 2002
Location: In the Island of Sodor, where the steam trains lie
Posts: 4,382
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Quote:
It seems to me that you can just as easily "warp" the light direction with the skinning matrices (I think).
__________________
"Your work is both good and original. Unfortunately the part that is good is not original and the part that is original is not good." -(attributed to) Samuel Johnson "I invented the term Object-Oriented, and I can tell you I did not have C++ in mind." Alan Kay |
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#3 |
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Mord's imaginary friend
Join Date: Jan 2004
Location: PT, EU
Posts: 3,506
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IIRC D3 using tangent space normal maps.
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#4 |
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Member
Join Date: Jul 2004
Posts: 673
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Looking at the normal maps it does look like its tangental based instead of object based.
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#5 | |
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Junior Member
Join Date: Nov 2003
Posts: 61
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#6 |
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Member
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And the difference is!!!
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#7 | |
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Senior Member
Join Date: Jul 2002
Location: Denmark
Posts: 1,195
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#8 |
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Join Date: May 2002
Location: New York, NY
Posts: 12,678
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Because, I believe, object-space normal mapping requires more calculations to be done before rendering. And, of course, it's easier to warp geometry. While I'm sure you can do it with object-space normal mapping, you would still have to update the entire map every time you modify the geometry.
__________________
April 20, 1979 - America must never forget. |
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#9 | |
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Naughty Boy!
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#10 | |
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Naughty Boy!
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On dynamic geometry, you have to find the transform from the old object space to the new object space, which I suppose can be done in pretty much the same way as tangent-space. |
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#11 | ||
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Tea maker
Join Date: Feb 2002
Location: In the Island of Sodor, where the steam trains lie
Posts: 4,382
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Quote:
__________________
"Your work is both good and original. Unfortunately the part that is good is not original and the part that is original is not good." -(attributed to) Samuel Johnson "I invented the term Object-Oriented, and I can tell you I did not have C++ in mind." Alan Kay |
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#12 | |
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Guest
Join Date: Nov 2002
Posts: 900
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I don't know for certain if normal maps are stored in tangent space, but I'm guessing they are because of this carmack quote:
http://www.beyond3d.com/interviews/carmack04/ Quote:
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#13 |
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Monochrome wench
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If they are using the DXT5 2 component compression trick, they are using tangent space normals
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