• Advertisement
Sign in to follow this  

Normal mapping...

This topic is 3703 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

Hello fellow coders, I've been trying to find a good tangent/texture-space normal mapping tutorial for a long time now. I've found a few, but they were usually not too good. What I really don't understand is how I create the matrix which transforms a vector from an arbitrary space, to the actual tangent/texture-space. So, I would be very thankful if anyone could point me in the right direction, such as recommend any books or online tutorials, or generally just give me some advice...

Share this post


Link to post
Share on other sites
Advertisement
I can recommend following two pages: theory and implementation. If you're using Direct3D there exists D3DXComputeTangentFrame(Ex) function which can do all the work for you.

Share this post


Link to post
Share on other sites
I second NVIDIA Meshmender. ShaderX4 has the source of Cryteks tangent space generation system ... pretty cool.
ShaderX5 shows you how you can generate tangent space in a pixel shader .. if you are really memory limited this might be an option.

Share this post


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

  • Advertisement