Jump to content
  • Advertisement
Sign in to follow this  

Normal Maps/Vertex Normal (&TB ) averaging

This topic is 2552 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hello, I have a general question: when I am considering normal-mapped textures and effects to render a mesh/terrain - to what extent should I be looking to use non-duplicated vertices with averaged normals (& orthoganalised tangents and binormals) or duplicated vertices (one for each face with the appropriate face TBN)? What are the consequences of this? and what is the common practice? I imagine that the terrain solution might be different from the geometric object mesh solution... I am only looking a static meshes at the moment (DirectX). Thanks for any guidance.

Share this post

Link to post
Share on other sites
Sign in to follow this  

  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!