Normal: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
(length is 1, not ordinates)
No edit summary
 
(6 intermediate revisions by 5 users not shown)
Line 1: Line 1:
{{lang|Normal}}
* A '''normal''' is a [[float]] value between 0 and 1 that often represents a percentage.
* A '''normal''' is a [[float]] value between 0 and 1 that often represents a percentage.
* A '''normalised [[vector]]''' is one with a length of 1.
* A '''normalised [[vector]]''' is one with a length of 1.
* '''[[Normal mapping]]''' is technique in which the 3D facing of [[texel]]s is represented by three normal values (one per [[RGB|color channel]]).
* A {{w|Normal (geometry)|'''vertex normal'''}} defines the "front" of that vertex, determining among other things how much lighting it receives from a given angle.
* A {{w|Normal (geometry)|'''surface normal'''}} is like a vertex normal, but for a triangle instead of a vertex.{{clarify}}
* '''[https://en.wikipedia.org/wiki/Normal_mapping Normal mapping]''' is a technique in which vertex normals are modified per-[[texel]] by a special texture, creating the impression of extra depth.


[[Category:Glossary]]
[[Category:Glossary]]

Latest revision as of 11:33, 16 April 2025

English (en)Deutsch (de)Português do Brasil (pt-br)Русский (ru)Translate (Translate)
  • A normal is a float value between 0 and 1 that often represents a percentage.
  • A normalised vector is one with a length of 1.
  • A Wikipedia icon vertex normal defines the "front" of that vertex, determining among other things how much lighting it receives from a given angle.
  • A Wikipedia icon surface normal is like a vertex normal, but for a triangle instead of a vertex.[Clarify]
  • Normal mapping is a technique in which vertex normals are modified per-texel by a special texture, creating the impression of extra depth.