Quote:... because inverse of TBN is used in forward rendering to bring light direction to texture space
in the link I provided, the 'standard' tbn matrix is use to 'bring light direction to texture space' not the inverse of tbn
I've always supposed that if you want to do normal mapping in view space then you're supposed to inverse the tbn matrix. But now b_thangvn is telling the opposite. That's why I'm confused.