Update code for loading normal and albedo maps from image data #1068
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🦟 Bug fix
Summary
Currently when we load a normal map from an image data (e.g. from a glb file that has an embedded normal map texture), we upload the image data as RGBA8 with 1 mip map level. This is different from what ogre's texture manager does when it loads a normal map from file. To make the process consistent, we follow the same steps: convert to an RG signed 8 bit format then generate multiple levels of mip maps. I found that the mip map generation process made a difference to the final appearance. It helps to make the visual look smoother when viewed from a distance.
Before: The visuals appears to have some artifacts / noise, e.g more evident on the cushions behind the tables
After: visuals appear smoother
Checklist
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