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Description
Not sure why --normalize
was removed from encode
and create
but its still referred to in the docs within --normal-mode
--normal-mode Optimizes for encoding textures with normal data. If the input texture has
three or four linear components it is assumed to be a three component
linear normal map storing unit length normals as (R=X, G=Y, B=Z). A fourth
component will be ignored. The map will be converted to a two component
X+Y normal map stored as (RGB=X, A=Y) prior to encoding. If unsure that
your normals are unit length, use --normalize. If the input has 2 linear
components it is assumed to be an X+Y map of unit normals.
The Z component can be recovered programmatically in shader code by using
the equations:
nml.xy = texture(...).ga; // Load in [0,1]
nml.xy = nml.xy * 2.0 - 1.0; // Unpack to [-1,1]
nml.z = sqrt(1 - dot(nml.xy, nml.xy)); // Compute Z
ETC1S / BasisLZ encoding, RDO is disabled (no selector RDO, no endpoint
RDO) to provide better quality.
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