Hi there,

I'm implementing a 2D normal mapping algorithm using per vertex bump offsets. To do so, I have to use indirect texturing to lookup the 2D normal map and then, per pixel, add the bump offset.

In concept this works in Dolphin. I'm using DevKitPro and extended one of the nehe tutorials. However, I'm experiencing some difficulties with the 3x2 matrix transform and and bias settings (when I fiddle around with it I do get some expected results, but I don't understand fully what it exactly does).

My question is, what exact calculation does the 3x2 matrix perform on STU components (or, what did you guys implement and is it conform actual Flipper specs). And does the bias setup (GX_ITB_ST) work correctly (i.e. does it subtract 128 from the S and T inputs)?

Thanks in advance,

Danny

I'm implementing a 2D normal mapping algorithm using per vertex bump offsets. To do so, I have to use indirect texturing to lookup the 2D normal map and then, per pixel, add the bump offset.

In concept this works in Dolphin. I'm using DevKitPro and extended one of the nehe tutorials. However, I'm experiencing some difficulties with the 3x2 matrix transform and and bias settings (when I fiddle around with it I do get some expected results, but I don't understand fully what it exactly does).

My question is, what exact calculation does the 3x2 matrix perform on STU components (or, what did you guys implement and is it conform actual Flipper specs). And does the bias setup (GX_ITB_ST) work correctly (i.e. does it subtract 128 from the S and T inputs)?

Thanks in advance,

Danny