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monogamesamples's Issues

[NormalMapping] The normals on the lizard model seem weird

The Normal Mapping sample uses a lizard model whose normals or UV coordinates seem slightly amiss. Blender is showing them the same way, so I think it is more a model issue than a C# or shader issue. It's a little hard to say with certainty though. Perhaps working on the model a bit to try to improve it could help.

[NormalMapping] Did not use opaque data

This sample was intended to use opaque data, but the importer--presumably AssImp--does not seem to be loading that correctly. There is likely some sort of way forward there, but I just changed the importer code to use a convention instead of opaque data.

[SpriteEffects] The refraction shader should preferably use `register(s1)`

In refraction.fx, the original code used this:

sampler DisplacementSampler : register(s1);

The code used this:

graphics.GraphicsDevice.Textures[1] = waterfallTexture;

That would be the ideal solution, but it is unclear if MonoGame can support this. (Possibly on the DirectX side?)

The temporary solution works well enough: use a shader parameter instead, which required defining a new texture and sampler and setting those with a Parameters[x].SetValue(texture).

If we can make it work the original way, that would be better.

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