Rebuilding normal from 2 components with cross product?

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10 comments, last by Eric_Brown 14 years, 1 month ago
Remember that 8 bit textures might not be enough, no argument there. But 8 bit normals is not the same thing and doesn't suffer the same problem. It's quite common to pack them into UBYTE4
------------------------------Great Little War Game
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I've recently been tossing the idea around of using quaternions to compress the tangent space data on the vertices. This is a post from my blog (look at trick #3), discussing this idea. You could potentially get away with storing only 3 quaternion components, rather than 2 sets of 2 normalized vector components. It has a roughly equivalent expense to decompress, and could be slightly faster - depending on how expensive square roots are compared with multiplies and adds.

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