I am completely new to mesh deformation with
bones, so this may sound naive:
If I have a mesh which needs tangent vectors per
vertex (for bump mapping, for example) ,
should these be animated along with
the vertex positions and the normals, or can that be avoided?
Regenerating them from scratch every frame from the
unchanging texture coordinates is too expensive??!
P.S: I am doing skinning in software with Cal3D so
this need not be hardware friendly. What I would like to avoid is
rewriting my shaders to light in any other space than standard tangent
P.P.S: I saw in the archives that this is
supposedly covered in the book "Mathematics for 3D Game Programming &
Computer Graphics", but alas, I don't have it.