@monogany wrote:
I have a custom processor that uses the 2D Normal Map sample from XNA to create normal map bitmaps for 2d shadows from greyscale heightmaps
.
In the migrated MonoGame project, the output normal bitmaps are completely different from the ones output by XNA.Via logging to output (launching the pipeline tool with debugger didn't work), I have narrowed down the problem to these lines:
TextureContent depthMapTexture = context.BuildAndLoadAsset<TextureContent, TextureContent>(depthMapTextureReference, null); /* compute normals here, put it back in the bitmap, read from the bitmap & output the result, everything seems ok (...) */ PixelBitmapContent<Vector4> bitmap; bitmap = (PixelBitmapContent<Vector4>)depthMapTexture.Faces[0][0]; // convert the bitmap, this seems to change the values in the bitmap completely: depthMapTexture.ConvertBitmapType(typeof(PixelBitmapContent<NormalizedByte4>));
Posts: 18
Participants: 3