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I’m having a tough time being satisfied why calculating the tangent house the best way most textbooks do is the perfect factor to do? Why should not we simply merely use the sides of our triangle as Tangent and BiTangent and use their cross product as the traditional and use the ensuing matrix in bump mapping. These two strategy give the identical consequence however what I’ve described is arguably way more intuitive?
Any ideas?
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Bear in mind the explanation why tangent house is used. It is to supply an orientation for the traditional map to know whether or not the traditional must be adjusted within the u or v course.
For that you want to know which manner the u and v axis level on the fragment you might be computing and it must be constant throughout a number of triangles.
Additionally you could have 6 methods to select the sting pairs of a triangle (3 for those who repair winding order), how would you realize within the fragment shader which manner was picked.
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