GLSL normal mapping
I was reading the Orange Book (I have the first edition ) 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.
No, you must pass the tangent vector.
OneSadCookie Wrote:No, you must pass the tangent vector.
Hah, ok. Will do then.
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