Really nice docs and website, bookmarked!
Could you please do some documentation/examples on image swizzling in normal textures (DXT5) for pc?
Usually the image looks fine but channels are inverted + something else, making them not suitable for 3d apps.
MrAdults wrote:Just swap the red and alpha channels of the image, scale and bias into vector space (0-255 to -1.0-1.0), then determine blue's contribution by subtracting the length of r+g from 1. (since you know the end result is a unit vector) Sometimes games will also store r+g biased, such that when you set blue to 1.0 and normalize you will end up with the correct normal. (this is common because the normal is in tangent space which means it will always revolve around z and can easily be clamped)
I Know how to decode DXT5, but I'd like to know the process and theory behind why they do that to import-export textures for diifferent game engines.