OpenGL VBO and Tangent Space
How do I put Binormals and Tangents into my VBO? Using the glBinormalPointerEXT and glTangentPointerEXT doesn't work..
Right now I put them in TexCoord6 and 7 respectively.. thing is, that I now have to mirror that on my D3D side, because of the shaders.
Any better way?
Thanks
Quote:Original post by HuntsMan
Generic vertex attributes, with glVertexAttribPointer
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