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### #Actualalkisbkn

Posted 10 August 2012 - 01:45 PM

This appears to be tricky afterall. Shouldn't the vertex and direction z be affecting the tan1 as well?

Edit:
I changed the wave function to something more simple for now, I basically removed the power to 2.
So, the derivative of:

float wave1 = 30.0f * sin(fs * dir_vertex + t);


should now be:
float tan1y = cos(fs * dir.x * wave_vertex.x)
float bitan1y = cos(fs * dir.y * wave_vertex.z);

(is t in the derivative equation? I think not, as it's constant)

However this too doesn't give me a correct result.

### #2alkisbkn

Posted 10 August 2012 - 01:40 PM

This appears to be tricky afterall. Shouldn't the vertex and direction z be affecting the tan1 as well?

Edit:
I changed the wave function to something more simple for now, I basically removed the power to 2.
So, the derivative of:

float wave1 = 30.0f * sin(fs * dir_vertex + t);


should now be:
float tan1y = cos(fs * dir.x * wave_vertex.x)
float bitan1y = cos(fs * dir.y * wave_vertex.z);

(is t in the derivative equation? I think not, as it's constant)

However this too doesn't give me a correct result.

### #1alkisbkn

Posted 10 August 2012 - 01:22 PM

This appears to be tricky afterall. Shouldn't the vertex and direction z be affecting the tan1 as well?

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