提交 07bb574a 编写于 作者: O Olli Etuaho

Document handling normal map handedness

上级 815fac2c
......@@ -115,6 +115,8 @@
<p>
The texture to create a normal map. The RGB values affect the surface normal for each pixel fragment and change
the way the color is lit. Normal maps do not change the actual shape of the surface, only the lighting.
In case the material has a normal map authored using the left handed convention, the y component of normalScale
should be negated to compensate for the different handedness.
</p>
<h3>[property:Integer normalMapType]</h3>
......
......@@ -92,6 +92,8 @@
<p>
The texture to create a normal map. The RGB values affect the surface normal for each pixel fragment and change
the way the color is lit. Normal maps do not change the actual shape of the surface, only the lighting.
In case the material has a normal map authored using the left handed convention, the y component of normalScale
should be negated to compensate for the different handedness.
</p>
<h3>[property:Integer normalMapType]</h3>
......
......@@ -166,6 +166,8 @@
<p>
The texture to create a normal map. The RGB values affect the surface normal for each pixel fragment and change
the way the color is lit. Normal maps do not change the actual shape of the surface, only the lighting.
In case the material has a normal map authored using the left handed convention, the y component of normalScale
should be negated to compensate for the different handedness.
</p>
<h3>[property:Integer normalMapType]</h3>
......
......@@ -214,6 +214,8 @@
<p>
The texture to create a normal map. The RGB values affect the surface normal for each pixel fragment and change
the way the color is lit. Normal maps do not change the actual shape of the surface, only the lighting.
In case the material has a normal map authored using the left handed convention, the y component of normalScale
should be negated to compensate for the different handedness.
</p>
<h3>[property:Integer normalMapType]</h3>
......
......@@ -147,6 +147,8 @@
<p>
The texture to create a normal map. The RGB values affect the surface normal for each pixel fragment and change
the way the color is lit. Normal maps do not change the actual shape of the surface, only the lighting.
In case the material has a normal map authored using the left handed convention, the y component of normalScale
should be negated to compensate for the different handedness.
</p>
<h3>[property:Integer normalMapType]</h3>
......
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