Merge pull request #1902 from secondlife/v-1847

secondlife/viewer#1847: Add test plan for normal textures on PBR materials
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cosmic-linden 2024-07-02 14:27:52 -07:00 committed by GitHub
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# PBR Materials
## KHR Texture Transforms
Texture repeats for PBR materials on prims are based on the [KHR\_texture\_transform](https://github.com/KhronosGroup/glTF/tree/main/extensions/2.0/Khronos/KHR_texture_transform) spec, and thus should be expected to behave according to the spec. We currently suport offset, rotation, and scale from the spec. texCoord is not currently supported.
PBR materials should have approximately correct lighting based on the normal texture:
- With default texture transforms, assuming the prim or model has correct normals and tangents
- With a texture transform applied, especially rotation or negative scale
- With a texture animation applied via `llSetTextureAnim`, especially a rotation animation
- Note: Texture animations are not guaranteed to loop when a PBR texture transform is applied

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## PBR Terrain Texture Transforms
Like PBR materials on prims, PBR terrain repeats are based on the [KHR\_texture\_transform](https://github.com/KhronosGroup/glTF/tree/main/extensions/2.0/Khronos/KHR_texture_transform) spec, and thus should be expected to behave the same way.
Like PBR materials on prims, PBR terrain repeats are based on the [KHR\_texture\_transform](https://github.com/KhronosGroup/glTF/tree/main/extensions/2.0/Khronos/KHR_texture_transform) spec, and thus should be expected to behave the same way. We currently suport offset, rotation, and scale from the spec. texCoord is not currently supported.
The southwest corner of a region, at z=0, is the UV origin for all texture coordinates of the whole region. Unless an offset is also applied, scale and rotation of the terrain texture transforms are relative to that point.