What's up with D3DXComputeTangent()?
I'm not sure why D3DXComputeTangent gives downright strange results when calculating the tangent and binormal (aka bitangent) basis vectors for each vertex.
With a standard bump-mapped mesh with diffuse and specular lighting, and 1 point light source in the direction of the camera, this is what I got with my own ComputeTangent fn:
And this is what happens when I use D3DXComputeTangent:
Note the incorrect shadowing and specular highlights on the circular bumps with D3D's fn.
I was wondering whether anyone else has run into this same problem with D3DXComputeTangent?
This is kind of a wild guess, but it looks like the bumps in the second shot are inverted to being dips.
-Mezz
-Mezz
D3DXComputeTangent calls D3DXComputeTangentFrameEx with arguments that will never fail.
Try D3DXComputeTangentFrameEx() to get better results.
Try D3DXComputeTangentFrameEx() to get better results.
Also the WRAP_U, WRAP_V, WRAP_UV flags are VERY misleading....try it again without those flags.
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