tangeant space normal maps
Blitz3D Forums/Blitz3D Programming/tangeant space normal maps
| ||
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. |
| ||
Am I the only one not knowing what tangeant space is? |
| ||
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? |
| ||
cant you do some sort of matrix multiplication to convert from normal to tangent? |
| ||
Am I the only one not knowing what tangeant space is? Try this (.PDF): http://developer.nvidia.com/attach/1699 |