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FlyingDemon

Normal maps for Static meshes.

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What would be better, "easier", for a non-deforming mesh, World Space or Tangent Space normal maps. What i mean is, the mesh doesn't stretch or bend ( non-animated), it just has world-space rotations and translations.

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Tangent space unless you don't care about the fact you'd need to uniquely texture everything.

-Mezz

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Rotations will screw your world-space normal maps, unless you want to transform the normals in the pixel shader (hint: you don't).

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Another possible coordinate system is object coordinates (the one you specify the vertices in). Advantage: You don't have to specify the tangent system (normal, tangent, binormal) and you don't have to transform the light vector per vertex, but only once per object. If you use a directional light, you just have to compute the light vector in object coordinates once and you can use this light vector for the shading of the whole object.

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for robustivity's sake, go with tangent space, you won't regret it once you realise it works for alllllllooooot more situations that any other methods..

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I second Lutz's suggestion, Object space normal mapping is very efficient and very simple to code (more than tangent space!). Only drawback is that it requires unique texture coordinates, and artists love to mirror their textures :(

Y.

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