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Antorian
07-18-2003, 03:16 PM
I'm implementing a dot3 Bump mapping using 3 texture unit with Normal Cube Map.
So I've got a problem with Tangent & binormal Vectors Generation.
with Google I've found that:



Tangent_List = new CVector3D[Num_Vertices];
Binormal_List = new CVector3D[Num_Vertices];

for(unsigned int j=0; j<Num_Faces*3; j+=3)
{
CVector3D vec1, vec2;
int i = FaceIndex_List[j];
int i1 = FaceIndex_List[j+1];
int i2 = FaceIndex_List[j+2];

vec1 = Vertex_List[i2] - Vertex_List[i];
vec2 = Vertex_List[i1] - Vertex_List[i];

float d_u1 = Mapping_List[i2].x - Mapping_List[i].x;
float d_u2 = Mapping_List[i1].y - Mapping_List[i].y;

Tangent_List[i] = (vec1 * d_u1) - (vec2 * d_u2);

Tangent_List[i].Normalize();
Tangent_List[i1] = Tangent_List[i];
Tangent_List[i2] = Tangent_List[i];


Binormal_List[i] = Normal_List[i].CrossProduct(Tangent_List[i]);
Binormal_List[i1] = Normal_List[i1].CrossProduct(Tangent_List[i1]);
Binormal_List[i2] = Normal_List[i2].CrossProduct(Tangent_List[i2]);
}

But when Rendering, the bumped object (sphere cylinder torus etc..) doesn't look weel.
Someplaces bump is inverted....

How must it be done?

Suggestions Are welcome.
Thanks.

jwatte
07-18-2003, 06:24 PM
You can get inverted bumps if the texture mapping is mirrored. Either use the +3 Knobbly Stick Of Artist Enlightenment, or a tool like NVMeshMender to patch it up. Or generate a texture atlas for your normal maps, rather than re-using texure coordinates.

Eric Lengyel
07-18-2003, 07:53 PM
This can be a difficult calculation if you're not thinking about the problem in the right way. See Section 6.8 of my book, Mathematics for 3D Game Programming and Computer Graphics (http://www.terathon.com/books/mathgames.html) for a good explanation of how to do this.

cseger
07-19-2003, 07:47 AM
I've tried a number of ways and I end up using the one in Eric's book. By far the best and robust of all the onces I tried.

Also remember to take UV discontinuitise, material, and smoothing groups into mind when averaging.

Also a re-orthogonalization of the basis is good after the averaging.

If I remember correctly, all this is mentioned in his book, highly recommended.

Chris