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#ActualHodgman

Posted 20 April 2013 - 05:58 PM

If you're using 'baked' normal maps, (which are authored by copying the details from a high poly model onto texutres for a low poly object) then your engine and modeling tools both need to use the exact same t/b/n vectors. So in some cases you need to be able import these as well as the normals from your art tools.

In other cases, you can import just the normals, and then generate the t/b, or you can generate all three.



biTANGENT. Binormal is nonsensical in this context.

Why is that? The semantics in HLSL at least, are TANGENT and BINORMAL.
Depending on which branch of mathematics you're using, one of either one of them is the properly defined term (and the other is nonsense).
In computer graphics though, we use them interchangeably.

#2Hodgman

Posted 20 April 2013 - 05:51 PM


biTANGENT. Binormal is nonsensical in this context.

Why is that? The semantics in HLSL at least, are TANGENT and BINORMAL.
Depending on which branch of mathematics you're using, one of either one of them is the properly defined term (and the other is nonsense).
In computer graphics though, we use them interchangeably.

#1Hodgman

Posted 20 April 2013 - 05:50 PM


biTANGENT. Binormal is nonsensical in this context.


Why is that? The semantics in HLSL at least, are TANGENT and BINORMAL.
Depending on which branch of mathematics you're using, one of one of them is the properly defined term.
In computer graphics though, we use them interchangeably.

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