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gunslinger77

surface-space vs eye-space

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hi everybody, i am tring to write some global illumination engine stuff. I started making the brave decision to use vertex and fragment programs under opengl. A part from the impact with assembly coding, i am stuck with the basic 3d geometry involved in the process. Here is my problem: in the examples i am studing, all the lighting calculations are made in the surface-local space. I have tried to understand the xforms that lie under these tecniques, but with little results. Where may I find some good material to study such geometry maths? Does anyone had the same problems understanding the whole shader stuff? If so, where did he find the material???? I hope someone will help, bye the gunslinger

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Do you mean tangent-space, aka texture-space?
If so, I''m trying to generate that myself for a textured model.
Most examples seem to be with objects that are procedurally generated or a single polygon with bumpmapping, so that''s no help in figuring it out..
But here are a few links I gathered about the subject, perhaps they''ll help:

http://www.sgi.com/software/opengl/advanced98/notes/node108.html
http://www.gamedev.net/community/forums/topic.asp?topic_id=146817
http://www.gamedev.net/community/forums/topic.asp?topic_id=116395
http://www.gamedev.net/community/forums/topic.asp?topic_id=100481


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thanks now i am seeing the whole thing a bit more clear.
I wonder if i really need to switch to surface-local space, since i am not using any bump mapping in my application.
This tecnique is limited to bumps or it is a good idea to use it anyway?

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Sorry, I thought you were looking to implement bumpmapping for some reason.
I''m not nearly proficient enough with texture/tangent-space, but as you say, I think it''s only used in conjunction with normal-maps.

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