Hi, i have been looking into normal mapping, and with geometry it seems that the tangent and binormal are passed into hardware and computed from the mesh.
I was wandering if it is possible to compute the tangent and binormal on the fly in some way.
For example, in volume rendering, i would like to address a normal map, but only have object space position and normal vector.
My math is not great, is this at all possible, perhaps with partial derivitives ?
Any help appreciated