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xerodsm

Tangent Calculations

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I am wondering what the best way to calculate tangents are if you have degenerate texture coordinates? I am using 3D Studio Max to bake my textures, which causes them to unwrap into some pretty crazy texture coordinates. When I use my normal tangent calculator it messes up because of the weird texture coords. Anyone know how to deal with that? Or to import tangents from .3ds? Or to generate tangents without texture coords? Thanks.

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That's cool... but I don't really know how it's going to help me calculate my tangents.

Right now I'm importing a .3ds file and I already have all the texture coordinate information, the vertex information, the normal information, basically everything I need, but not the tangent info. I need tangents because I'm trying to do some normal mapping in GLSL.

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