still on normal mapping...
Members - Reputation: 163
Posted 07 November 2012 - 07:01 AM
I have two triangled meshes -- the one (say, A) at a higher resolution, the other (say, B) at a lower resolution.
I know normal and vertices coordinates for both (and texture coordinates as well).
I'd like to extract a normal map from the latter on the basis of the former.
I already have a mapping from the points of B's surface into the uv space.
I guess I have to calculate a tangent space for every * pixel * of B's map (on the basis of the corresponding point on
B's surface -- am I correct here?)... And ok, I know how to do it.
Then, for assegning each pixel of the map a color... How should I use the information I've got about A's geometry?
Crossbones+ - Reputation: 4971
Posted 07 November 2012 - 08:05 AM
Edited by Ashaman73, 07 November 2012 - 08:07 AM.
My game: Gnoblins
Developer journal about Gnoblins
Small goodies: Simple alpha transparency in deferred shader