• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
zonozz

Tangent Binormal Normal

6 posts in this topic

Hi Everyone !

 

I review the code written before, I just forgot one theory of  "normal mapping" tech.

 

From lighting theory point, When I need to lighting a object, object must has normal information, that's enough.

 

But in "normal mapping" tech, why I need tangent and binormal ? If I caculate lighting using normal map's data straight, is that really wrong ? 

 

I make a water demo with high light, that is using 2 normal map, I using those data for lighting straight, the vision result I cant see something wierd ? Is that wrong in theory ?

0

Share this post


Link to post
Share on other sites

You need tangent and binormal in bump mapping because they, alongside normal vector, construct the basic coordinate system in which real normal to the surface point lies. You need it to emulate very small "fake relative to the light" cliffs of this surface.

1

Share this post


Link to post
Share on other sites

Yeah, that'll can work fine for a flat water plane, because your water surface normal/binormal/tangent will just end up being the identity matrix.

 

But, say, if you introduce physical waves (where the water vertices are actually displaced), then you'll need to figure out the proper normal/binormal/tangent to get things to look right.

2

Share this post


Link to post
Share on other sites

A water plane aligned with the XZ plane isn't going to match the coordinate space of a tangent-space normal map unless you swap Y and Z. You will probably also need to negate on or both values depending on how your coordinate system is setup.

Edited by MJP
2

Share this post


Link to post
Share on other sites

A water plane aligned with the XZ plane isn't going to match the coordinate space of a tangent-space normal map unless you swap Y and Z. You will probably also need to negate on or both values depending on how your coordinate system is setup.

 

That's a good point, but even so, he still won't need to use a tangent + bitangent.

1

Share this post


Link to post
Share on other sites

Oh, guys, thank you all !

 

I think I've remind the reason about that, I read the old book just now, and the 1st chapter is about physical wave. There is information about tangent & binormal theory.

 

Book - GPU Gem 1 By nVIDIA

0

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  
Followers 0