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Normal Mapping and Displacement Mapping in a shader

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I am working on a shader that displaces a surface based on some Perlin Noise (the noise is calculated on the GPU). I also use the noise to perturb a normal for each vertex on the surface. Of course in order to do lighting calculations i need to transform the light vector into tangent space. But i fail to see how i can calculate the new tangent space inside the shader...i dont have any connectivity information about each vertex and precalculating the tangent space on the CPU would be futile since i assume the displacement would make the old tanget vector invalid... Any ideas?

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Quote:
Original post by i_luv_cplusplus
try this http://www.ozone3d.net/tutorials/mesh_deformer.php


Thanks for the reply. I am aware of this tutorial, the thing is, i cant figure out WHY it works...(if it does). If i am reading it correctly, the guy used the old normal to produce a tangent and bitangent and then uses then to make a NEW normal, based on the Jacobian matrix...How does this work if the tangent and bitangent define the OLD tangent space?


[Edited by - shodanjr_gr on July 5, 2008 3:21:17 PM]

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