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Could Parallax Mapping be done at World Space?


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#1 Tunisia hawker   Members   -  Reputation: 160

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Posted 08 December 2012 - 11:25 AM

Hello,I am trying normal map and I calculate TBN matrix in pixel shader.Problem is the technique I use give a TBN matrix which is not a orthogonal matrix.It can only translate vectors from tangent space to local space,not the opposite way.So I just do lighting in world space.
I just wonder can I do parallax mapping in world space or view space?If I can't,is there a way to calculate a orthogonal TBN matrix in ps?And what else technique must have tangent space?
Thanks for reply.

Edited by Tunisia hawker, 09 December 2012 - 08:47 PM.


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#2 Krohm   Crossbones+   -  Reputation: 3171

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Posted 10 December 2012 - 01:48 AM

Maybe you could build a new TBN basis yourself? Look at Bump Mapping Unparametrized Surfaces on the GPU.

As a side note, vectors are not translated from tangent to local. They are transformed. Those words have specific, different meanings, check your terminology.




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