How to derive "texture space" for normal maps?

Hi folks,

Would really appreciate some help on deriving the “texture space” for each vertex for use with normal maps.
I’ve read a nVidia document(http://developer.nvidia.com/docs/IO/1364/ATT/Texture_Space_Bump_Mapping.pdf) that purportedly explains how to do this. Unfortunately, the details are simply too skimpy to be of real use…I was lost on page 10 where the description was just too brief and cryptic. (for starters, what was the 3 plane equations all about?)
Anyone care to shed some light on what the nVidia document was trying to say?

Million thanks!

I wrote this little document for that.

Disclaimer
I do not mean it is correct.
I do not mean it is clear.
I just hope it will help.
http://members.rogers.com/deseric/tangentspace.htm

Thanks, I’ll give it a read. Definitely more detailed than that nVidia doc. :wink:

That document it’s really well written IMHO.

Good work!

rIO.sK http://www.spinningkids.org/rio

Originally posted by rIO:
[b]That document it’s really well written IMHO.

Good work!

rIO.sK http://www.spinningkids.org/rio [/b]

Thanks