Timeline for The math of normal mapping without a dot product
Current License: CC BY-SA 3.0
3 events
| when toggle format | what | by | license | comment | |
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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 |