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Normal Maps and Normal Map Compression


Eric Chadwick has put together two excellent articles, about normal mapping and normal map compression. These are very useful reads for everyone, from inexperienced artists to graphics programmers. There's lots of good knowledge and advice- the less technical should get a better understanding, and the more technical will get an artist's view of things.

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Tips of the Week


  • MXS: Getting properties takes time (additional time for custom Parameters, and even more for Custom Attributes). If you must access them repeatedly, assign them to a variable.
  • HLSL: The W component of a UVW is always available (just turn your float2 input TEXCOORD into a float3)- you can use it to store an arbitrary value (such as vertex alpha).
  • MXS: Equality tests take time (though short). Try not to use "if <val> == true then" or "if <val> == false then". Instead, use "if <val> then" or "if not <val> then".


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