Merge pull request #1902 from secondlife/v-1847
secondlife/viewer#1847: Add test plan for normal textures on PBR materialsmaster
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# PBR Materials
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## KHR Texture Transforms
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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.
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PBR materials should have approximately correct lighting based on the normal texture:
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- With default texture transforms, assuming the prim or model has correct normals and tangents
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- With a texture transform applied, especially rotation or negative scale
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- With a texture animation applied via `llSetTextureAnim`, especially a rotation animation
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- Note: Texture animations are not guaranteed to loop when a PBR texture transform is applied
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@ -39,7 +39,7 @@ PBR terrain does not support materials with alpha blend or double-sided. In addi
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## PBR Terrain Texture Transforms
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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.
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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.
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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.
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