secondlife / secondlife/viewer
B-P Normal Map Relief depends on Prim Orientation
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- Dominant language
- C++
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Description
The orientation of a prim is affecting its bump-map shadow effect (relief). An upside down prim seemingly inverts the effect, turning an emboss into an engrave. This is showing in Firestorm and LL viewer, which was updated moments ago.
The effect is shown in the images below
-First is a single prim 1m square
-Second section is a 4x4 grid of 0.25m prims, rotated differently but textures aligned
-Third and Fourth are the same things using Materials rather than Blinn-Phong, which do not have the issue
The bug is the Second section showing differing relief amounts even though they are co-planar and same orientation. The difference here is the orientation of the prims themselves.
Contributor guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start by reproducing the issue described for the 1 m prim and the 4x4 grid with differently rotated, texture-aligned prims, comparing Blinn-Phong with Materials. Done means Blinn-Phong normal-map relief no longer changes with prim orientation, while the reported comparison cases remain understood and covered by a regression check.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- cpp
- Domain
- computer-graphics
- Issue type
- Bug
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 35/100