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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
Apr 8, 2023 at 8:36 review Suggested edits
S Apr 11, 2023 at 4:16
Jun 16, 2020 at 10:15 history edited CommunityBot
Commonmark migration
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/
S Feb 28, 2017 at 18:46 history suggested Tharwen CC BY-SA 3.0
Matrices were being formatted into a single line
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