Rebuilding normal from 2 components with cross product?
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
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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