Jump to content

  • Log In with Google      Sign In   
  • Create Account

Interested in a FREE copy of HTML5 game maker Construct 2?

We'll be giving away three Personal Edition licences in next Tuesday's GDNet Direct email newsletter!

Sign up from the right-hand sidebar on our homepage and read Tuesday's newsletter for details!


#ActualBacterius

Posted 04 May 2013 - 09:51 PM

"b" is the bitangent. It describes, loosely, the "orientation" of the object about the normal vector, and generally is derived from the u-v coordinates, as the bitangent is used for texture mapping and anisotropic shading.

 

In tangent space, the normal is equal to (0, 1, 0) or (0, 0, 1) depending on what your up-axis is, by definition.


#1Bacterius

Posted 04 May 2013 - 09:50 PM

"b" is the bitangent. It describes, loosely, the "rotation" of the material around the normal, and generally is derived from the u-v coordinates, as the bitangent is used for texture mapping and anisotropic shading.

 

In tangent space, the normal is equal to (0, 1, 0) or (0, 0, 1) depending on what your up-axis is, by definition.


PARTNERS