Timeline for How to compute tangent and bitangent vectors
Current License: CC BY-SA 4.0
23 events
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S Apr 11, 2023 at 4:16 | history | edited | Pikalek | CC BY-SA 4.0 |
fixed typos, changed URL to wayback machine as current link redirects to book purchase options
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Apr 8, 2023 at 8:36 | review | Suggested edits | |||
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Jun 16, 2020 at 10:15 | history | edited | CommunityBot |
Commonmark migration
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Jan 8, 2019 at 4:22 | comment | added | cppBeginner | @Michael IV I believe this is one of the easiest approaches. This solution is consistent with your learnopengl link (look for "Tangent space" section). Another approach is calculating TBN in shader : gamedev.stackexchange.com/questions/86530/… . | |
Jul 26, 2017 at 8:56 | comment | added | Michael IV | @concept3d handedness, is it mandatory? | |
Jul 26, 2017 at 8:53 | comment | added | concept3d | @MichaelIvanov I didn't follow the steps in the link, but it looks similar to me | |
Jul 25, 2017 at 18:38 | comment | added | Michael IV | @concept3d I don't understand why one needs to do so many calculations for tangents.I mean,looks here learnopengl.com/#!Advanced-Lighting/Normal-Mapping ,that's much simpler. What is the benefit to do it this way? | |
Apr 13, 2017 at 12:18 | history | edited | CommunityBot |
replaced http://gamedev.stackexchange.com/ with https://gamedev.stackexchange.com/
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S Feb 28, 2017 at 18:46 | history | suggested | Tharwen | CC BY-SA 3.0 |
Matrices were being formatted into a single line
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Feb 28, 2017 at 18:32 | review | Suggested edits | |||
S Feb 28, 2017 at 18:46 | |||||
Jun 16, 2015 at 8:59 | history | edited | concept3d | CC BY-SA 3.0 |
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Jan 13, 2014 at 16:03 | comment | added | concept3d | @RamyAlZuhouri the vertex shader is executed once per vertex. You calculate the TBN for each vertex in the vertex shader. | |
Jan 13, 2014 at 12:47 | comment | added | Ramy Al Zuhouri | Sorry but I still haven't understood a thing. After I compute the tangents and have this array to pass to shaders, how do I associate each TBN space with the vertices? Do I have to calculate inside which face is each vertex? | |
Jan 11, 2014 at 12:56 | comment | added | concept3d | each vertex will have a tangent a bitangent. You can either have 3 arrays. array for vertices and array for tangents etc or use one array where tangents and bitangent and veritces interleave | |
Jan 11, 2014 at 11:35 | vote | accept | Ramy Al Zuhouri | ||
Jan 11, 2014 at 11:35 | comment | added | Ramy Al Zuhouri | In my case I'll have 1084 tangents, how do I map the tangents with the vertices? | |
Jan 10, 2014 at 13:45 | comment | added | concept3d | you calculate tangent space and then pass the tangents to the shaders. And you should have access to face/vertices in order to calculate tangent space. | |
Jan 10, 2014 at 12:33 | comment | added | Ramy Al Zuhouri | I'm using three.js SphereGeometry (in javascript). Maybe I should pass the face property to the shaders? The sphere I draw has 1089 vertices and 1084 faces. | |
Jan 10, 2014 at 12:26 | comment | added | concept3d | @RamyAlZuhouri isn't the sphere build from triangles? You just loop over the vertices like in the code. If your sphere isn't triangle based that's a totally different story. | |
Jan 10, 2014 at 12:05 | comment | added | Ramy Al Zuhouri | What if I don't have a triangle? In my case I have a texture that should be applied on a sphere. How to adapt it to this case? | |
Jan 9, 2014 at 20:51 | history | edited | concept3d | CC BY-SA 3.0 |
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Jan 9, 2014 at 14:27 | history | edited | concept3d | CC BY-SA 3.0 |
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Jan 9, 2014 at 14:17 | history | answered | concept3d | CC BY-SA 3.0 |