That is indeed a problem. However, you should be able to get around that in a custom shader by flipping the appropriate component of the normal… I think you’d need to pass the untransformed gl_Vertex[/] from the vertex shader so you can tell which side of the mirror plane you’re on.Griff wrote:i've seen a lot of posts on various forums about normal mapping errors caused by mirroring and overlaying the UV's from opposite sides of the mesh ontop of each other in the UV map to save texture space,
I saw a few tips about temporarily moving the overlayed UV's out of the 0,1 UV space when you bake out the normal map, then move them back afterwards when you save out the final mesh - does this technique actually work?
I have no idea. :-)
does parallax_mapping suffer from this problem.
no, since the parallax map only encodes one direction, outwards. However, parallax mapping by itself is pretty pointless as it doesn’t affect lighting.