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	<title>Comments on: Green tangent space normal maps</title>
	<atom:link href="http://www.rsart.co.uk/2006/08/27/green-tangent-space-normal-maps-2/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.rsart.co.uk/2006/08/27/green-tangent-space-normal-maps-2/</link>
	<description>Rick Stirling, games artist</description>
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		<title>By: Computer Game News and Reviews</title>
		<link>http://www.rsart.co.uk/2006/08/27/green-tangent-space-normal-maps-2/comment-page-1/#comment-12423</link>
		<dc:creator>Computer Game News and Reviews</dc:creator>
		<pubDate>Mon, 01 Oct 2007 22:24:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.rsart.co.uk/2006/08/27/green-tangent-space-normal-maps-2/#comment-12423</guid>
		<description>&lt;strong&gt;Computer Game News and Reviews...&lt;/strong&gt;

I couldn&#039;t understand some parts of this article, but it sounds interesting...</description>
		<content:encoded><![CDATA[<p><strong>Computer Game News and Reviews&#8230;</strong></p>
<p>I couldn&#8217;t understand some parts of this article, but it sounds interesting&#8230;</p>
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		<title>By: Eric Chadwick</title>
		<link>http://www.rsart.co.uk/2006/08/27/green-tangent-space-normal-maps-2/comment-page-1/#comment-5269</link>
		<dc:creator>Eric Chadwick</dc:creator>
		<pubDate>Thu, 14 Dec 2006 22:31:15 +0000</pubDate>
		<guid isPermaLink="false">http://www.rsart.co.uk/2006/08/27/green-tangent-space-normal-maps-2/#comment-5269</guid>
		<description>Thanks for the cool resources Rick.

Nvidia told me when using their compressor I should zero out the red and blue channels, since their algo compresses all three channels together. The less colors it has to accomodate in the compression step, the more accurate the green channel colors will end up.

Another option is use white in one of the unused channels, and darken it down in the mips. The shader can use this to shorten the normals with distance to get rid of the specular messiness you get on distant surfaces.

http://www.nvidia.com/object/bump_map_compression.html
http://ati.amd.com/developer/NormalMapCompression.pdf</description>
		<content:encoded><![CDATA[<p>Thanks for the cool resources Rick.</p>
<p>Nvidia told me when using their compressor I should zero out the red and blue channels, since their algo compresses all three channels together. The less colors it has to accomodate in the compression step, the more accurate the green channel colors will end up.</p>
<p>Another option is use white in one of the unused channels, and darken it down in the mips. The shader can use this to shorten the normals with distance to get rid of the specular messiness you get on distant surfaces.</p>
<p><a href="http://www.nvidia.com/object/bump_map_compression.html" rel="nofollow">http://www.nvidia.com/object/bump_map_compression.html</a><br />
<a href="http://ati.amd.com/developer/NormalMapCompression.pdf" rel="nofollow">http://ati.amd.com/developer/NormalMapCompression.pdf</a></p>
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	<item>
		<title>By: rsart - home of Rick Stirling, games artist, designer, egotist and raconteur &#187; Blog Archive &#187; I&#8217;ve moved the header images, and fixed the normal map post</title>
		<link>http://www.rsart.co.uk/2006/08/27/green-tangent-space-normal-maps-2/comment-page-1/#comment-396</link>
		<dc:creator>rsart - home of Rick Stirling, games artist, designer, egotist and raconteur &#187; Blog Archive &#187; I&#8217;ve moved the header images, and fixed the normal map post</dc:creator>
		<pubDate>Mon, 28 Aug 2006 10:51:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.rsart.co.uk/2006/08/27/green-tangent-space-normal-maps-2/#comment-396</guid>
		<description>[...] In the normal mapping post, I had said the red channel gets 16 bits all to itself - in fact it is 8. Unless a coder tells me otherwise. [...]</description>
		<content:encoded><![CDATA[<p>[...] In the normal mapping post, I had said the red channel gets 16 bits all to itself &#8211; in fact it is 8. Unless a coder tells me otherwise. [...]</p>
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