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.
Possibly Related Threads...
|Normal Mapping Precision on iOS||OptimisticMonkey||6||13,885||
Apr 13, 2011 11:35 PM
Last Post: OptimisticMonkey
|Getting the Normal for a polygon.||Jaden||3||5,662||
May 1, 2009 01:47 PM
Last Post: Nosredna
|Vector (Normal) Map blending operations?||kelvin||10||6,602||
Mar 16, 2007 04:31 PM
Last Post: OneSadCookie
|drawing or displaying vertex normal||shru_ani||3||3,484||
Oct 29, 2006 06:04 AM
Last Post: shru_ani
|Gouraud vs Normal maps for dinamic terrains||sohta||6||3,976||
Oct 11, 2006 12:55 AM
Last Post: sohta