Accordingly, if you want to map the lower left corner (-1, -1) of the cube's front face to the texture's lower left corner, you must assign the texture coordinates (0, 1) to vertex 0.
相应地,如果您需要将立方体正面的左下角映射到纹理的左下角,必须将纹理坐标(0,1)指派给顶点0。
For every texture we made, we also manually created a normal map and a roughness map.
我们在做每一个纹理的时候都手动创建一个法线贴图和粗糙度贴图。
Generates a cube map from the texture using different generation methods.
使用不同的生成方法从一个纹理生成一个立方体贴图。
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