Material normal map strength (GLDEFS)

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Material normal map strength (GLDEFS)

Postby Nash » Wed Mar 20, 2019 3:58 am

Simply a modifier keyword like Glossiness and SpecularLevel in the material block to multiply the normap map strength. Would be useful to increase depth without editing the texture.
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Re: Material normal map strength (GLDEFS)

Postby dpJudas » Wed Mar 20, 2019 4:19 am

It is probably best to delay a change like this until after the vulkan2 branch has made it into master. There are things in uniform handling that could maybe benefit from backend consolidation and adding more uniforms right now would complicate this.
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Re: Material normal map strength (GLDEFS)

Postby Nash » Wed Mar 20, 2019 4:49 am

No problem, I can wait. :)
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Re: Material normal map strength (GLDEFS)

Postby Graf Zahl » Wed Mar 20, 2019 5:25 am

Before this gets merged back, at the very least I want to have that brightmap bug fixed that occurs after a level change. This one's a show stopper for me, the other glitches seem to mostly occur when wiping the screen, as if the frame buffer is read before it has been fully rendered.
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Re: Material normal map strength (GLDEFS)

Postby dpJudas » Wed Mar 20, 2019 5:33 am

I agree. The branch is close but its not quite there yet. The brightmap bug is probably because of a deleted texture, as you suggested. The descriptor set gets cached so if one of the layer textures suddenly got replaced by another then that would explain the bug.
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Re: Material normal map strength (GLDEFS)

Postby Graf Zahl » Wed Mar 20, 2019 6:02 am

I'll check the precacher when I find time. My guess is that it doesn't properly reference-count secondary textures. Obviously a secondary texture still being referenced by an active material must not be evicted.
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