Sign in to follow this  

OpenGL OpenGL VBO and Tangent Space

Recommended Posts

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

Share this post

Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this