Algorithm - shader, normal, tangent, bitangent?
Blitz3D Forums/Blitz3D Programming/Algorithm - shader, normal, tangent, bitangent?
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Hi I searched through the Archives and posts on the forum but I can find what I looking for. Has anybody got any pointers on where I might find some algorithms to calculate some byte based normal, tangent and bitangent (binormal) values. I need it for a converter that is being written for Medieval Total war2, to convert their mesh files to and from MS3D. I tried Google but I could not find much there either. Thanks for any help Cheers GrumpyOldMan |
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Hi GrumpyOldMan! Sorry, I don't know where you can find those algorythims.. Just seize to ask you for your amazing animation system... The one of your demo that Devil child took later to put a clearer code... Have you continues developing that amazing animation system? Could be incredible if you could share a more usable form of that code. Thanks a lot and good luck with your search. All the best. |