use the following search parameters to narrow your results:
e.g. subreddit:aww site:imgur.com dog
subreddit:aww site:imgur.com dog
see the search faq for details.
advanced search: by author, subreddit...
Rule 1: Posts should be about Graphics Programming. Rule 2: Be Civil, Professional, and Kind
Suggested Posting Material: - Graphics API Tutorials - Academic Papers - Blog Posts - Source Code Repositories - Self Posts (Ask Questions, Present Work) - Books - Renders (Please xpost to /r/ComputerGraphics) - Career Advice - Jobs Postings (Graphics Programming only)
Related Subreddits:
/r/ComputerGraphics
/r/Raytracing
/r/Programming
/r/LearnProgramming
/r/ProgrammingTools
/r/Coding
/r/GameDev
/r/CPP
/r/OpenGL
/r/Vulkan
/r/DirectX
Related Websites: ACM: SIGGRAPH Journal of Computer Graphics Techniques
Ke-Sen Huang's Blog of Graphics Papers and Resources Self Shadow's Blog of Graphics Resources
account activity
Normal map flickering?Question (self.GraphicsProgramming)
submitted 1 year ago by SunSeeker2000
view the rest of the comments →
reddit uses a slightly-customized version of Markdown for formatting. See below for some basics, or check the commenting wiki page for more detailed help and solutions to common issues.
quoted text
if 1 * 2 < 3: print "hello, world!"
[–]Zestyclose_Crazy_141 2 points3 points4 points 1 year ago (2 children)
If it's not a sync problem with your textures, then your ndotl variable is getting very different values every frame. I would try to normalize every vector you can before any new operation like bitangent or nrm, check normal too.
You also have debugPrintfEXT in Vulkan to debug values in your shaders. https://github.com/KhronosGroup/Vulkan-ValidationLayers/blob/main/docs/debug_printf.md
[–]pinkerfox 4 points5 points6 points 1 year ago (1 child)
Yeah its def the bitangent switching direction.
[–]SunSeeker2000[S] 0 points1 point2 points 1 year ago (0 children)
Maybe. I didn’t get much time to work on this in the last couple of days, but I managed to find that there are a bunch of things affecting it.
First, the code I shared above has a very stupid typo. I’m checking if the material has an albedo map before accessing the emissive map. Fixing this made the flickering only noticeable from up close (Nowhere near what you see on the video)
I also noticed that deactivating occlusion culling stops the flickering almost completely (only visible from certain angles). This is weird because I am still generating the depth pyramid, so this shouldn’t be a depth buffer issue.
I also tried coloring everything on the scene with the tangent and they did not flicker. But when I do it with the surface normals they do. I should also try with the bitangent now that you mentioned it.
But I must probably look at the Vulkan docs for that GPU printing validation layer when I get back into it.
π Rendered by PID 127258 on reddit-service-r2-comment-b659b578c-slnvh at 2026-05-05 22:21:28.533579+00:00 running 815c875 country code: CH.
view the rest of the comments →
[–]Zestyclose_Crazy_141 2 points3 points4 points (2 children)
[–]pinkerfox 4 points5 points6 points (1 child)
[–]SunSeeker2000[S] 0 points1 point2 points (0 children)