Compensating for Texture Mirroing If signed area in texture space “less than” zero, compute basis with negated tangent: 2x2 determinant
Example of Mirroring artist’s original decal derived height field RGB normal map generated from height field Visualization of 3D model’s signed area in texture space green =front-facing red =back-facing only half of face appears in decal
Consequence on Lighting from Accounting for Mirroring Bad: mirrored skull buckle and belt lighting wrong on left side (indents in) Correct lighting
Geometry shader setup with and without per-vertex normals Setup without per-vertex normals, relying on normalized gradients only; faceted look Setup with per-vertex normals; smoother lighting appearance