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Normal calculations are these the same for CCW?

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//u = v2-v3; //v = v2-v1; u = v2-v1; v = v3-v1; I am using OpenGL, and CCW order. I looked at some code for loading .3ds models and they supply the commented out u,v I seen on the net that it should be the last two. I am now confused as to what they should be... Thanks

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The generated u and v are different, of course, but both sets produce a right-handed coordinate frame with the normal pointing outwards from the surface.

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Thanks for clearing that up for me. So what caveats do I need to be aware of due to the u,v are different?

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Things that rely on a particular tangent space (like parallax mapping) will not work right.

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Quote:
Original post by Sneftel
Things that rely on a particular tangent space (like parallax mapping) will not work right.


Thanks, I am thinking this could be my problem. So how do I know which way I should use?

u = v2-v3;
v = v2-v1;
or
u = v2-v1;
v = v3-v1;

I am doing bumpmapping with a TBN matrix. I am assuming this will be affected also. Since it's a stepping stone for parallax mapping.

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It doesn't matter which one you use. The only thing that matters is that the thing that generates parallax maps uses the same tangent space as the thing that displays them.

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