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polymorphed

Normal mapping...

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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...

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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.

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