OpenGL v Direct X Normal maps

Joined
Jan 31, 2018
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31
As a long term user of Linux, Blender and Rigs of Rods I've been trying to get my head round normal maps not working as expected.

Turns out Blender and OpenGL use the opposite Y direction from Direct X. This means that bumps are shown as hollows, and vice versa.

So it was nothing to do with shaders. After hours of trying to tweak them!

Is there anyway to cleanly handle this in a game that uses OpenGL and DirectX?

How do commercial games handle it I wonder?
 
As far as I know, OpenGL is considered the standard and DirectX is considered the "weird guy".

Blender is an early adopter of OpenGL, so it makes sense to use it's approach.

I was under impression that OGRE renderer always uses the OpenGL approach, but I can't find any written mention of it. However, OGRE has an "Athene" bump mapping sample which uses the same resources under OpenGL and DirectX. Try looking there.
 
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