Normal mapping problems

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19 comments, last by MJP 15 years, 8 months ago
Okay I think I figured out your problem. For some reason, D3DXComputeTangentFrame stores the U derivative in the BINORMAL, and V in the TANGENT. So if you use D3DXComputeTangentFrameEx and use the correct semantics, it should generate the tangent frame the way you want it. For the other parameters, you can just copy what's specified in documentation.

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