40 lines
2.7 KiB
Plaintext
40 lines
2.7 KiB
Plaintext
[video output=day102 member=cmuratori stream_platform=twitch stream_username=handmade_hero project=code title="Transforming Normals Properly" vod_platform=youtube id=73u0sR4DU9E annotator=Miblo annotator=dspecht]
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[0:31][Yesterday we had a little bit of a problem]
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[1:25][Blackboard: Imagining the Normals for a house]
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[3:51][Blackboard: Recap how to get the perpendicular of a vector]
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[5:20][Blackboard: Constructing this Normal with rotation and uniform scale]
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[8:27][Blackboard: What happens if we do non-uniform scale?]
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[13:30][Blackboard: How can we work around this incorrect calculation?]
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[17:41][Open up emacs and take a look at what's currently going on in-game]
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[18:15][Rotate normals based on X/Y axis]
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[20:04][Introduce NxAxis and NyAxis]
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[21:54][Give our v4s the ability to assign just to xy, yz or zw]
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[22:36][Check it out in-game]
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[22:50][Moment of realisation: We can't just normalise afterwards without having touched the Z size]
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[23:22][Compensate for the size changes of X and Y]
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[24:42][Check it out in-game]
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[25:47][Blackboard: Explaining NzScale]
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[29:19][RIP Das Keyboard 4]
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[30:11][Consider NzScale]
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[31:10][Resume working on sampling from the maps correctly]
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[35:09][Document SampleEnvironmentMap a little]
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[39:01][Pass DistanceFromMapInZ to SampleEnvironmentMap]
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[40:13][Blackboard: Think about the weird nature of lighting in 2D games]
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[41:54][Flip DistanceFromMapInZ]
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[42:23][Ensure we're still where we were in-game and continue to verify SampleEnvironmentMap]
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[45:17][Blackboard: Figure out which direction Z should be sampling in the map]
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[47:01][Push BounceDirection.z up to the head end and negate it there]
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[47:45][View it in-game, try flipping it back and investigate what is happening]
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[58:39][Leave that as the puzzler and go to the Q&A]
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[59:04][@grumpygiant256][Draw the sampling vector as RGB=XYZ*0.5+0.5 to visualize it]
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[1:06:50][@miblo][Is the map being clipped on either the top or bottom edge? (Don't know if that makes sense.)]
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[1:07:23][@robotchocolatedino][Could we calculate a value for the NzScale from the Normal.x and Normal.y so that the Normal.z is unchanged after normalization?]
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[1:11:53][@thesizik][Only flip the BounceDirection.z when you use the top map]
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[1:18:08][Identify that we're almost puncturing through, or inverting, the map]
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[1:20:33][@nicstop][Maybe you can try to write code to show points on the textures from which it is doing sampling?]
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[1:20:50][@flaturated][How would the anomaly shift if the sphere were to move up and down instead of left and right?]
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[1:22:40][@grumpygiant256][Wondering if it shouldn't maybe be " / fabs(SampleDirection.y)"?]
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[1:26:04][@stelar7][Show the sampling on the texture?]
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[1:28:40][The stream's over][:speech]
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[/video]
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