I am trying to do bump mapping. I have the normals of the geometry and i know that the binormal is the crossProduct of the nomral and the tangent. but how do i find the tangent. I mean i know that the tangent is in relation of the S and T of the texture but im just not understanding how this all comes together. I guess my question is how do i find the tangent in order to do bump mapping on a object more complex then a cube or a plan? thanks
Binormals and tangents
Started by greenzone, Jul 08 2012 10:28 AM
2 replies to this topic
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Posted 09 July 2012 - 01:11 AM
I guess you're looking for Computing Tangent Space Basis Vectors for an Arbitrary Mesh.
Additionally, the AssImp library includes this functionality.
Additionally, the AssImp library includes this functionality.






