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Tileable normal map

by Lorne McIntosh · in Torque Game Engine Advanced · 04/14/2008 (5:14 pm) · 1 replies

Does anyone know if I can create a 3D model with the diffuse texture coordinates different from the normal texture coordinates? What I am trying to create is a large wall with 1 diffuse texture that is not repeated and when you walk close to it, there is subtle normal mapping that is tiled just so that the texture doesn't look flat. Thanks

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#1
04/14/2008 (6:02 pm)
Assuming that wrapping is enabled, multiply the UV coords in the texture fetch.

in GLSL this would be:

vec3 nMap = texture2D(tex#, texCoords*10.0);

Don't ask me what it is in HLSL (probably almost identical). If wrapping isn't enabled then you have to offset it yourself, which is just a simple rollover.