Jump to content
  • Advertisement
Sign in to follow this  
Madoc

Tangents flipped and mirrored

This topic is 3932 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I need to calculate tangents for a mesh with adjacent faces having flipped AND mirrored UVs (or rotated 180 deg). So far I've only dealt with splitting vertices where face UVs have different winding order, which is very simple. I'm using Eric's method for tangents. I've tried splitting vertices from faces with considerably different tangents and bitangents but this proved surprisingly messy and unreliable. I haven't had any problems with badly behaved tangents besides this case of 180 deg rotation but it makes sense that any case of discontinuous tangents should be handled. Are there any standard or ideal methods to detect and repair these conditions?

Share this post


Link to post
Share on other sites
Advertisement
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!