Normal Maps/Vertex Normal (&TB ) averaging
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.
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