Most tutorials do it that way, like: http://www.terathon.com/code/tangent.htmltangent = (deltaP1 * deltaUV2.v - deltaP2 * deltaUV1.v) / area; bitangent = (deltaP1 * deltaUV2.u - deltaP2 * deltaUV1.u) / area;I don't think you can trust your UV coordinates to point in the right direction: deltaUV1 and deltaUV2 and area can have "bad" signs and any sign change determines whether your normal (implicit from the choice of tangent and bitangent) points towards the front or the back.
Can you explain how do you relate UV coordinates to triangle facing?
EngineCoderMember Since 02 May 2009
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