**comp.graphics.algorithms**

## Subject: **Re: tangent space for normal mapping**

Thank you! I'm very sorry, think that I changed newsgroup because I was a

little proccupied to abuse of your help! If I knew you were here as well, I

would have posted again in ogl (though this is less opengl related and more

math related).

Ok, perhaps I should explain something more: I already gave my algebra exam

at the university a couple of years ago, but since that day I never worked

with vector spaces again. Now I'm studing for the last exam, and I really

don't have the time to learn everything from scratch, and I get different

answers anytime I see a tut or post a question. So I'm a bit confused.

Now, what you describe is exactly what I've just implemented, but I wanted

only to be sure I was doing it right.

I have one more question: currently I average tangents and bitangents

exactly as I do for normals. After that I orthonormalize. Is this wrong?

Should I orthonormalize without averaging? Do the two differs?

Sorry again, I've just implemented Shadow Mapping the last week and I tought

that bump mapping would have been easier and not harder (2d bump mapping is

so easy!)

Thank you!

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