jonasmr

01-25-2003, 02:43 AM

So, I read the stuff about how

to generate tangets for a face given the

texture coordinates, and it works fine.

Now, since they are calculated per face, i get X tangents for each vertex, used in X faces, and I need to somehow melt them together.

My first thought was to just average them for all faces using the vertex, but I am unsure if it's a safe way.

When adding all the tangents for a given vertex their sum could be the zero vector, which leaves me in trouble?

Another thing is the interpolation across the triangle, it must be possible to generate a case where the tangent i v0 is t, and in v1 is -t.. which would give me another headache, cause interpolation of it would go through (0,0,0).

How can I solve these problems?

Apparently Nvidia's meshmender does something to solve some of these problems, but there is close to no documentation of excatly what it does and how it does it.

Any help & pointers to documents are greatly appreciated.

to generate tangets for a face given the

texture coordinates, and it works fine.

Now, since they are calculated per face, i get X tangents for each vertex, used in X faces, and I need to somehow melt them together.

My first thought was to just average them for all faces using the vertex, but I am unsure if it's a safe way.

When adding all the tangents for a given vertex their sum could be the zero vector, which leaves me in trouble?

Another thing is the interpolation across the triangle, it must be possible to generate a case where the tangent i v0 is t, and in v1 is -t.. which would give me another headache, cause interpolation of it would go through (0,0,0).

How can I solve these problems?

Apparently Nvidia's meshmender does something to solve some of these problems, but there is close to no documentation of excatly what it does and how it does it.

Any help & pointers to documents are greatly appreciated.