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{{ | {{lang|Normal}} | ||
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* 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. | ||
* A '''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)|'''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
- 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
vertex normal defines the "front" of that vertex, determining among other things how much lighting it receives from a given angle.
- A
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.