**comp.graphics.algorithms**

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

I need to create the inverse TBN matrix for normal mapping in Shaders, but

I'm confused about the math. Could someone help me? (note that my math

skills sucks)

-My mesh has averaged normal among shared vertices. I calculate tangent and

bitangent correctly for triangle normal, but now I need to make them

orthogonal. Can I simply do as I did for normals, that is average the

tangent and bitangent among shared vertices? Will the three vectors be

orthogonal?

-When I have the TBN matrix I need to invert it. I've read that since TBN is

orthonormal, I can simplly transpose it. Is this correct?

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