Material normal map strength (GLDEFS)
Moderator: GZDoom Developers
Material normal map strength (GLDEFS)
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.
Re: Material normal map strength (GLDEFS)
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.
Re: Material normal map strength (GLDEFS)
No problem, I can wait. :)
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49056
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: Material normal map strength (GLDEFS)
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.
Re: Material normal map strength (GLDEFS)
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.
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49056
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: Material normal map strength (GLDEFS)
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.