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MikkTSpace expects tangent space to not be normalized per fragment. This causes slight rendering issues with tangent space normal maps. I've submitted a pull request with the fix.
Steps to reproduce
Bake a normal map from a high-poly model to a low-poly model and apply it to a material in Godot. If you look carefully you will see small differences away from vertices. This indicates an issue in the normal map rendering where vertex properties are being interpolated incorrectly. It's more noticeable in the normal buffer view mode.
Godot version
master
System information
Windows 10 - Godot master - Vulkan forward+ - Nvidia driver 516.94
Issue description
Related bug to #78339
MikkTSpace expects tangent space to not be normalized per fragment. This causes slight rendering issues with tangent space normal maps. I've submitted a pull request with the fix.
Steps to reproduce
Bake a normal map from a high-poly model to a low-poly model and apply it to a material in Godot. If you look carefully you will see small differences away from vertices. This indicates an issue in the normal map rendering where vertex properties are being interpolated incorrectly. It's more noticeable in the normal buffer view mode.
Minimal reproduction project
godot_tstest.zip
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