RE: [Algorithms] Flipped UV coordinates and bump mapping
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From: Tom F. <tom...@ee...> - 2004-06-30 04:13:23
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Converting a quaternion to a 3x3 matrix isn't crazy in a VS - I believe some people do exactly this for skinning so they can store their bones as quats. And that's the same opertaion - a 3x3 matrix is the normal, tangent and binormal vectors. If you are limited by the memory size of your vertices, but have lots of vertex-shader power available (for example, on consoles), then it's definately worth looking at. TomF. > -----Original Message----- > From: gda...@li... > [mailto:gda...@li...] On > Behalf Of John Paquin > Sent: 29 June 2004 11:30 > To: gda...@li... > Subject: Re: [Algorithms] Flipped UV coordinates and bump mapping > > > David Whatley wrote: > > > moment). Exotic solutions include storing the tangent space as a > > quaternion. > > > hmmm, that's interesting. That would allow for all sorts of > things. I > bet the vs code for this is u.g.l.y. though. Has anyone > implemented it? |