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For each drawable, only use the normal map texture node that's closest to the geometry on the parent node path.
texture
geometry
Therefore, were we to support multiple normal maps, we would need a varying for an eye vector for each of those normal maps, which we can't afford.
There are no use cases for multiple normal maps anyway.
The text was updated successfully, but these errors were encountered:
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For each drawable, only use the normal map
texture
node that's closest to thegeometry
on the parent node path.Reasons
Therefore, were we to support multiple normal maps, we would need a varying for an eye vector for each of those normal maps, which we can't afford.
There are no use cases for multiple normal maps anyway.
The text was updated successfully, but these errors were encountered: