GLSL normal mapping

Member
Posts: 142
Joined: 2002.11
Post: #1
I was reading the Orange Book (I have the first edition Sad ) and its normal mapping example. Their shader computes the basis for the tangent space from a normal vector and a tangent vector passed in as a vetex attribute. I could have sworn that in the past I had seen normal mapping shaders which did not require the tangent vector to be passed as a vertex attribute (somehow computing the tangent space from known information of other origin). Is this possible? If so, how can this be done? I would just like a more automatic approach if possible.
Quote this message in a reply
Luminary
Posts: 5,143
Joined: 2002.04
Post: #2
No, you must pass the tangent vector.
Quote this message in a reply
Member
Posts: 142
Joined: 2002.11
Post: #3
OneSadCookie Wrote:No, you must pass the tangent vector.

Hah, ok. Will do then.
Quote this message in a reply
Post Reply 

Possibly Related Threads...
Thread: Author Replies: Views: Last Post
  Normal Mapping Precision on iOS OptimisticMonkey 6 34,489 Apr 13, 2011 11:35 PM
Last Post: OptimisticMonkey
  Getting the Normal for a polygon. Jaden 3 5,964 May 1, 2009 01:47 PM
Last Post: Nosredna
  Vector (Normal) Map blending operations? kelvin 10 6,842 Mar 16, 2007 04:31 PM
Last Post: OneSadCookie
  drawing or displaying vertex normal shru_ani 3 3,755 Oct 29, 2006 06:04 AM
Last Post: shru_ani
  Gouraud vs Normal maps for dinamic terrains sohta 6 4,180 Oct 11, 2006 12:55 AM
Last Post: sohta