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Sharpness map innacurate because of transition to stb_image. #92
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@Gyrth setting/changing the compression level should make no difference, since PNG is a lossless format. It just sets the internal deflate compression level. Regarding the issue with the sharpness map: |
@feliwir I don't understand why adding an Alpha fixes the colors. As far as I know, this channel isn't even used for normal maps. It just needs RGB values for an Object Space Normal Map. |
@Gyrth this is about memory layout. We don't add an |
@Gyrth did you have a local fix for this problem? |
For the terrain normal map issue, yes. But for the sharpness map issue with weapons I couldn't find a solution. |
Understood! |
This fixes the banding graphical issue on the terrain. WolfireGames#92
I've noticed while running the internal_testing branch on Steam that thrown weapons no longer stick to characters. I compared building after and before commit d4aa66b. And here it seems the issue was introduced. However I can not seem to solve it. I know it has something to do with caching the images to the disk. I thought that compression was causing the sharpness maps to get blurry and that made the sharpness values to be lower than absolute white. This is what I tried so far.
stbi_write_png_compression_level
to 0stbi_write_png_compression_level
to 10stbi_write_png
comp value to 4 inimage_export.cpp
Now the last attempt at a fix did not solve the sharpness issue, but it did fix the terrain normal map generation. Here is what it looks like before and after. By using the comp value 3 (RGB) it generated a lot of vertical lines, but adding 4 (RGBA) this no longer happens. Maybe you can shed some light on this @feliwir?
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