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Normal mapping, a technique for simulating additional detail on a surface without increasing the model's geometry, has unfortunately not worked as expected in your implementation. Let's delve into the code and identify the potential issues.
Your vertex shader appears to be mostly correct. However, one minor point to address is using attribute instead of in for vertex attributes, as it is the preferred syntax in newer GLSL versions.
Upon reviewing the fragment shader, several critical issues emerge:
color.rgb *= light.ambient + diffuse + specular;
color = vec4(brownColor * (texture(diffuseMap, fsCoords).rgb + 0.25), 1.0);
The code for calculating the tangent and bitangent vectors (commonly referred to as binormals) in your function seems sound. However, it's recommended to normalize both vectors to ensure their unit length for proper TBN calculations.
You are using the TBN matrix to transform light and surface vectors into tangent space. However, it's essential to remember that the TBN matrix is a transpose of the tangent space basis matrix (TBN). The correct way to build the TBN matrix is as follows:
mat3 TBNMatrix = mat3(normalize(tangent), normalize(bitangent), normalize(normal));
To effectively debug normal mapping issues, consider the following steps:
Remember, meticulous attention to detail and thorough testing are crucial for troubleshooting normal mapping issues.
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