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XBoy

Normal Mapping w/ Texture mirroring

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I'm trying to implement normal mapping with meshes that utilize texture mirroring. I've calculated the tangent space basis vectors using this method: http://www.terathon.com/code/tangent.html But I can't get the mirrored portions of the meshes to appear correctly. I've tried negating some axis depending on the handedness. Using a pure white texture as the bump map, I result in the mirrored and unmirrored portions as black and white. Can I even do normal mapping that consists of texture mirroring?

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