Switching default texture format to DDS: Difference between revisions

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→‎Conversion: - clarify flipping of image and normals
(→‎Conversion: - clarify flipping of image and normals)
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Nothing as exotic. Just a different "origin" between OpenGL and Direct3D image conventions. OpenGL image origin is located in the lower-left corner, while Direct3D (hence DDS too) considers the top-left as the origin, resulting in a DDS image to appear vertically flipped when read in an OpenGL context. This has repercussions in the way normal-map decoded normals appear (hence the flag in the effects, which signals to the shader to flip the decoded normals).




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