New answers tagged 3d-meshes
I'm pretty sure many games do calculate the bitangent by crossing the normal and tangent. In the games I've worked on, that's what we did. We also stored a 1-bit "flip" value to indicate whether the tangent basis should be right-handed or left-handed. As you say, this saves memory, plus the bandwidth used to fetch the memory; and if you reconstruct the ...
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