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.
) 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...
| Thread: | Author | Replies: | Views: | Last Post | |
| Normal Mapping Precision on iOS | OptimisticMonkey | 6 | 7,513 |
Apr 13, 2011 11:35 PM Last Post: OptimisticMonkey |
|
| Getting the Normal for a polygon. | Jaden | 3 | 4,730 |
May 1, 2009 01:47 PM Last Post: Nosredna |
|
| Vector (Normal) Map blending operations? | kelvin | 10 | 5,941 |
Mar 16, 2007 04:31 PM Last Post: OneSadCookie |
|
| drawing or displaying vertex normal | shru_ani | 3 | 3,026 |
Oct 29, 2006 06:04 AM Last Post: shru_ani |
|
| Gouraud vs Normal maps for dinamic terrains | sohta | 6 | 3,432 |
Oct 11, 2006 12:55 AM Last Post: sohta |
|

