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
-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
-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?
View All Messages in comp.graphics.algorithms
Re: tangent space for normal mapping
Copyright © 2006 WatermarkFactory.com. All Rights Reserved.