I was using a normal map with light_spec_bump (the normal map shader) and I
saw that where uvs are seperated it was lighting the sides differently.
Darker on one side where it should be the same for example. I tested several
examples and found it was not related to bad UVs, flipped uvs, or
On 31.12.2007 17:32, infinity wrote:
I was using a normal map with light_spec_bump (the normal map shader) and I
saw that where uvs are seperated it was lighting the sides differently.
Darker on one side where it should be the same for example. I tested several
examples and found it was not
Thanks.
In this case the UVs are the only thing that effects it, , if they were all
connected there is no problem, but I can't use them connected.
The normals on the separated vertices may not match. This can happen if
e.g. the model uses autonormals /.
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