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Texture Filtering Messes Up My Normal Mapping

Started by Endemoniada May 17, 2013 at 10:02 PM 1 replies 1.8k views
Original Post
Endemoniada
Endemoniada

Hi guys,

I have a cube and a normal map that makes the edges look rounded. If I use any kind of filtering for the normal map sampler I see really thin seams, I know what's causing it but don't know what to do about it. If I use no (or point) filtering the seems goes away but then it's pixelated when I get up close. What should i do ? Is this a common problem ?

Thanks.

PS - I'm using D3D9 and HLSL

swiftcoder
swiftcoder

Are you re-normalizing the vector after you read it out of the texture?

Interpolation between pixels will result in a normal of slightly less than unit length. This may well be sufficient to cause the seams you have observed.

Tristam MacDonald. Ex-BigTech Software Engineer. Future farmer. [https://trist.am]

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