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The compiler or DirectX has no way of knowing your intent such as if it were already flipped beforehand. Why does anyone do anything the way they do in computers, well people don't always think things through. There are a million things I'd change about how the SDK works for instance, but we have to live with the weird way some programmer's brains work. Sometimes they are just young and inexperienced, some are on the autistic spectrum and are not good at multitrack thinking, so they get too focused on a single item. Companies sometimes intentionally want to change things just to make it more proprietary, but that is a story for another forum, or a different thread at least.
I don't think anyone is mixing up rotating the UV with inverting the green channel of a normal map. The 2 dimensional doesn't have a z-axis, but I usually hit R-Z beforehand as it seems to avoid some Blender rotation issue where it sometimes miswraps the texture when I use the rotate function by itself in the UV (or as R-X or R-Y). It is probably a hotkey mode issue that I sometimes get locked into, and I can probably hit any key to reset the issue (but z makes sense and easy to remember as hitting the key nullifies the rotational mode), and that's just what I know works every time for me in blender in the UV editor.
Actually, some seamless textures are virtually identical in the rotation and it's hard to tell if something is slightly off-rotation, I've done it many times where I didn't realize it for over 15 minutes was trying to align a texture, then I was like oh yah it's backwards. Depends on the texture, sure unique or completely non-symmetrical textures are obvious when the orientation is off, but with some textures you can barely tell at all, but it will change the shading. So I stand by my original points...
I don't think anyone is mixing up rotating the UV with inverting the green channel of a normal map. The 2 dimensional doesn't have a z-axis, but I usually hit R-Z beforehand as it seems to avoid some Blender rotation issue where it sometimes miswraps the texture when I use the rotate function by itself in the UV (or as R-X or R-Y). It is probably a hotkey mode issue that I sometimes get locked into, and I can probably hit any key to reset the issue (but z makes sense and easy to remember as hitting the key nullifies the rotational mode), and that's just what I know works every time for me in blender in the UV editor.
Actually, some seamless textures are virtually identical in the rotation and it's hard to tell if something is slightly off-rotation, I've done it many times where I didn't realize it for over 15 minutes was trying to align a texture, then I was like oh yah it's backwards. Depends on the texture, sure unique or completely non-symmetrical textures are obvious when the orientation is off, but with some textures you can barely tell at all, but it will change the shading. So I stand by my original points...
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