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Oct 31, 2014 at 19:46 comment added MooseBoys In 3D rendering, vertices are used to define primitives, and can contain multiple properties, which are usually interpolated across the primitive. An example vertex struct might be {float3 pos; float3 tangent; float3 bitangent; float2 texcoord; uint bones[2]; float boneWeights[2];} The data for each vertex is defined by the mesh data. If this is not familiar to you, I would recommend learning simpler rendering approaches first, then moving on to normal mapping once you have a good grasp of the basics.
Oct 31, 2014 at 19:26 comment added user2485710 The tangent and bi-tangent are contained in each vertex I'm afraid I don't understand your statement. What do you mean with "vertex" ? Could you expand your explanation in a list of steps and mention the input and the outputs as I did in my question ? I think that in the last part of your answer you are assuming that the (fakeV_N,fakeV_T, fakeV_B) triplet is basically starting as an orthonormal tuple but I'm supposed to alter their orientation based on some factor related to this "vertex" ? I can't find any good example in terms of code on the internet, even GPU shaders.
Oct 31, 2014 at 18:32 history answered MooseBoys CC BY-SA 3.0