Quote:Original post by Mezz
I did see your other post, and you continued to talk about bump environment mapping.
Maybe you were having a bad dream? :) I don't mention environment mapping at all. I'm actually now trying to find a method to use vertex shaders with the tangent space normal maps. The only way I can imagine doing it would be to stash an entire matrix transform in every vertex. Doesn't seem like a very reasonable thing to do. I'm thinking maybe two floats instead, to define the texture's oriented rotations on the vertex. Or maybe I'll just say the heck with it and work in object space. I'm still trying to figure out if a matrix per vertex is better than not mirroring textures onto both sides of some models.