Robert Swain

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I’ll take a look at this when I can. I’d guess it’s a problem with normals / tangents / normal mapping.

Thanks for bisecting! I suspected it was due to that code one way or another. I thought the tangents should be transformed by the forward model transform, but it makes...

I just tested normalising the xyz components of the vertex tangent and that works. Now to figure out how to fix it properly.

I'm asking the question over at https://github.com/KhronosGroup/glTF/issues/2056#issuecomment-1201012199 where there is a discussion about where to state that renormalisation should be done, and I think it also applies to this case...

I’ve taken a quick look at it and it sounds to me like there are still some drawbacks and cases it doesn’t handle compared with mikktspace.

Here's a reference to Unreal Engine 5 using the method right now for nanite geometry: https://docs.unrealengine.com/5.0/en-US/nanite-virtualized-geometry-in-unreal-engine/#supportedfeaturesofnanite and there's a paragraph that states: > Per vertex tangents are not stored from...

There is a great Unity article about this in conjunction with pipelined rendering and their very long hunt to straighten it out. https://blog.unity.com/technology/fixing-time-deltatime-in-unity-2020-2-for-smoother-gameplay-what-did-it-take

> Long and detailed thread on Discord about this issue can be found [here](https://discord.com/channels/691052431525675048/742884593551802431/974093409595826286). I've done my best to make sure the discussion is reproduced here / in #4728, but...

Cool! I'll give this a review another time, but just wanted to note an initial thought: it would probably be good to integrate into `scene_viewer` so we can load scenes...

> The reason this wasn't included was because @superdump wanted to collect materials together into an array in a later version of Bevy for instancing/batching, and that only works sensibly...