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robydx

tangent and binormal problem

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I've loaded model from collada that has tangent and binormal information. The problem is that in zone where the texture is mapped in mirror mode the direction of the vectors is not right. Anyone know how can I correct that problem?

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I'm going to move this to GP&T as this isn't specific to D3D. Look into the general theory of tangent space attributes and transformations - they are quite susceptible to mirror/wrap operations on UV coordinates. Generally a case of including a bias (if generating the missing axis) or splitting vertices solves the problem.

hth
Jack

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