Binormals and tangents

Started by
1 comment, last by pressgreen 11 years, 9 months ago
I am trying to do bump mapping. I have the normals of the geometry and i know that the binormal is the crossProduct of the nomral and the tangent. but how do i find the tangent. I mean i know that the tangent is in relation of the S and T of the texture but im just not understanding how this all comes together. I guess my question is how do i find the tangent in order to do bump mapping on a object more complex then a cube or a plan? thanks
J-GREEN

Greenpanoply
Advertisement
I guess you're looking for Computing Tangent Space Basis Vectors for an Arbitrary Mesh.
Additionally, the AssImp library includes this functionality.

Previously "Krohm"

thanks I am using assimp to import and i did not know that. thanks i already found the functionality.
J-GREEN

Greenpanoply

This topic is closed to new replies.

Advertisement