tangeant space normal maps

Blitz3D Forums/Blitz3D Programming/tangeant space normal maps

HNPhan(Posted 2004) [#1]
Ive hit a snag, after looking carefully at Fredburg's Dotmybot source code, its clear now that the process on the normal map is on object space. Is it possible to implement tangeant space in Blitz? Because without that, my normal mapped animated model look very odd.


eBusiness(Posted 2004) [#2]
Am I the only one not knowing what tangeant space is?


Rob Farley(Posted 2004) [#3]
I'm guessing here so correct me if I'm wrong... but I think what Tigerz is saying is...

The Dot3 map points it's normals in one direction regardless of the direction of your face normal, so he needs the normal map to adjust itself based on the normal of the face.

Am I right?


_PJ_(Posted 2004) [#4]
cant you do some sort of matrix multiplication to convert from normal to tangent?


Mustang(Posted 2004) [#5]
Am I the only one not knowing what tangeant space is?


Try this (.PDF):

http://developer.nvidia.com/attach/1699