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?
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?