Fantastic summary... Just what I was looking for. In the meantime, in the background, somebody's putting a roof on your house upside down, because they got their normals flipped.😅
@zetay3426
16 күн бұрын
Which normal should I choose when I calculate the TBN matrix? One of the vertex normal of current triangle, or the normal calculated by cross producting two edges of current triangle?
@GetIntoGameDev
16 күн бұрын
The geometric one (from the cross product), because we simply need a rotation matrix to orient the normal map onto the triangle
@zetay3426
16 күн бұрын
@@GetIntoGameDev Thank you very much
@FrostyFeet27
5 ай бұрын
Super helpful video for understanding tangent space, thanks!
@TernenceTu
4 ай бұрын
How is Dir1 and Dir2 obtained? I mean, if Dir1 = pos2-pos1, Dir2 = pos3-pos1, how we know which vertices to choose as pos1, pos2, pos3?
@GetIntoGameDev
4 ай бұрын
It’s arbitrary, we just need two linearly independent direction vectors inside the plane
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