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* If you find that the effect is too pronounced, try varying the scaling in the normalmap filter. 0.1 seems to work well for "rivet" effects. | * If you find that the effect is too pronounced, try varying the scaling in the normalmap filter. 0.1 seems to work well for "rivet" effects. | ||
* Make sure all the faces of the object that you assign the effect to have a texture assigned to them, otherwise you will cause a crash in the [[OpenGL]] layer (below [[OSG]]), because the effect's tangent and binormal vectors are computed using object's texture mapping coordinates. If you try to feed an untextured object to the generator, it should abort with a null vector, and then passing this null vector to the driver leads to a segfault. | * Make sure all the faces of the object that you assign the effect to have a texture assigned to them, otherwise you will cause a crash in the [[OpenGL]] layer (below [[OSG]]), because the effect's tangent and binormal vectors are computed using object's texture mapping coordinates. If you try to feed an untextured object to the generator, it should abort with a null vector, and then passing this null vector to the driver leads to a segfault. | ||
[[Category:Aircraft enhancement]] | |||
[[fr:Tutoriel: Usage de l'effet de Normal Maps]] | [[fr:Tutoriel: Usage de l'effet de Normal Maps]] |