It would be extremely easy to fix this for just the most recently added bump mapping method should we choose to do it that way.
In render_texture.c in the function ntap_bump_compute() At the top change the line: float Hscale = Tnor*mtex->norfac; such that it's negated: float Hscale = -Tnor*mtex->norfac; And then similarly in gpu_material.c in the function do_material_tex() change this line: norfac = hScale * mtex->norfac; such that it is also negated: norfac = -hScale * mtex->norfac; I apologize for not making this a real patch but I am sitting at my gf's laptop. Perhaps mario can cook one up? or I can do it later. But anyway, if someone wants to try it out, That's all it takes. On Fri, Feb 25, 2011 at 12:50 AM, michael williamson < [email protected]> wrote: > In pretty much everything out there the convention is "white is True, > black is False"... > > in most DCC this equates to white being high (a bump) and black being > low(a crevice)...see lightwave, 3ds max, maya and also note that this > is consistent with the displacement map modifier in blender... > > > > > On 25/02/11 08:18, Tom M wrote: > > Is there a 'standard' - ie does every other 3d animation package use > > the inverse of what we currently use? > > > > LetterRip > > > > On Thu, Feb 24, 2011 at 10:03 PM, Morten Mikkelsen<[email protected]> > wrote: > >> So as you guys most likely know white means down and black means up when > >> bump mapping in Blender > >> which is kinda counter intuitive. > >> However, we recently did a completely new implementation of bump mapping > for > >> Blender > >> and I was wondering, since we kept in the original bump mapping methods > >> as available options, is there any good reason why we shouldn't let the > new > >> bump mapping > >> method use the more intuitive interpretation which is white is up and > black > >> is down? > >> We could just leave the legacy methods the way they are and only change > it > >> for the most recent method > >> of bump mapping (was added early this year). > >> > >> Anyway, was just a thought :) > >> > >> Cheers, > >> > >> Morten. > >> _______________________________________________ > >> Bf-committers mailing list > >> [email protected] > >> http://lists.blender.org/mailman/listinfo/bf-committers > >> > > _______________________________________________ > > Bf-committers mailing list > > [email protected] > > http://lists.blender.org/mailman/listinfo/bf-committers > > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers > _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
