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Fix Bugs w/ Octahedral Compression Implementation #51258

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merged 1 commit into from
Aug 5, 2021

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The-O-King
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@The-O-King The-O-King commented Aug 4, 2021

Initial octahedral compression incorrectly wrote tangent to the buffer
using an offset of 3 rather than 4, losing the sign of the tangent
vector needed for things like tangent space for texturing mapping

GLES3 renderer used remove_custom_define rather than set_conditional to
change back to the default conditional state the scene shader should be
in

@The-O-King The-O-King requested a review from a team as a code owner August 4, 2021 23:06
@RevoluPowered
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RevoluPowered commented Aug 5, 2021

fixes #51256 but only when split stream is on

Initial octahedral compression incorrectly wrote tangent to the buffer
using an offset of 3 rather than 4, losing the sign of the tangent
vector needed for things like tangent space for texturing mapping

GLES3 renderer used remove_custom_define rather than set_conditional to
change back to the default conditional state the scene shader should be
in
@The-O-King The-O-King force-pushed the normal_compression_fix branch from 6b059d9 to 6c643af Compare August 5, 2021 01:51
@The-O-King The-O-King changed the title Fix Offset Issue w/ Decompression of Octahedral Tangents Fix Bugs w/ Octahedral Compression Implementation Aug 5, 2021
@clayjohn clayjohn added this to the 3.4 milestone Aug 5, 2021
@akien-mga akien-mga merged commit 856097d into godotengine:3.x Aug 5, 2021
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Thanks!

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4 participants