tangents and binormals ...

a ati used 3ds-lib generates automaticly tangents and binormals … but they are all (1,0,0) for the hole mesh … not sure this depends on the planar mapping … but normally it cant be … why are the tangents and binormals sets to this static values, if some texture coords are the same??? i though, this function sets the tangents space … doesn’t this mean, that the three axis stored are the tangent, normal and binormal in world space??? how can i do it right???

</font><blockquote><font size=“1” face=“Verdana, Arial”>code:</font><hr /><pre style=“font-size:x-small; font-family: monospace;”>void TangentSpace(float* vert1, float* vert2, float* vert3,
float* t1, float* t2, float* t3,
float* normal, float *tangentSpace)
{

float a, b;
float u1, u2;
float v1, v2;
float edge1[3];
float edge2[3];
float dot;
float dvTmp[3];
float duTmp[3];

//printf("t1:%f,%f t2:%f,%f t3:%f,%f
", t1[0], t1[1], t2[0], t2[1], t3[0], t3[1]);
//printf("normal:%f, %f, %f
", normal[0], normal[1], normal[2]);

if ((t1[0] == t2[0])

ok … here again

float a, b;
float u1, u2;
float v1, v2;
float edge1[3];
float edge2[3];
float dot;
float dvTmp[3];
float duTmp[3];

//printf("t1:%f,%f t2:%f,%f t3:%f,%f
", t1[0], t1[1], t2[0], t2[1], t3[0], t3[1]);
//printf("normal:%f, %f, %f
", normal[0], normal[1], normal[2]);

if ((t1[0] == t2[0]) ||
(t1[1] == t2[1]) ||
(t1[0] == t3[0]) ||
(t1[1] == t3[1]))
{
tangentSpace[0] = 1.0f;
tangentSpace[1] = 0.0f;
tangentSpace[2] = 0.0f;

  tangentSpace[3] = 0.0f;
  tangentSpace[4] = 1.0f;
  tangentSpace[5] = 0.0f;

  tangentSpace[6] = 0.0f;
  tangentSpace[7] = 0.0f;
  tangentSpace[8] = 1.0f;
  return;

}

//===================================//
// compute vertex space edge vectors //
//===================================//
edge1[0] = vert2[0] - vert1[0];
edge1[1] = vert2[1] - vert1[1];
edge1[2] = vert2[2] - vert1[2];
edge2[0] = vert3[0] - vert1[0];
edge2[1] = vert3[1] - vert1[1];
edge2[2] = vert3[2] - vert1[2];

//====================================//
// compute texture space edge vectors //
//====================================//
u1 = t2[0] - t1[0];
u2 = t3[0] - t1[0];
v1 = t2[1] - t1[1];
v2 = t3[1] - t1[1];

//=========================================================//
// compute releation between how edges change as u changes //
//=========================================================//
a = (u1 - v1 * u2 / v2);
if (a != 0.0f)
{
a = 1.0f / a;
}
b = (u2 - v2 * u1 / v1);
if (b != 0.0f)
{
b = 1.0f / b;
}
duTmp[0] = a * edge1[0] + b * edge2[0];
duTmp[1] = a * edge1[1] + b * edge2[1];
duTmp[2] = a * edge1[2] + b * edge2[2];
VEC_Normalizef(duTmp);

//=========================================================//
// compute releation between how edges change as v changes //
//=========================================================//
a = (v1 - u1 * v2 / u2);
if (a != 0.0f)
{
a = 1.0f / a;
}
b = (v2 - u2 * v1 / u1);
if (b != 0.0f)
{
b = 1.0f / b;
}
dvTmp[0] = a * edge1[0] + b * edge2[0];
dvTmp[1] = a * edge1[1] + b * edge2[1];
dvTmp[2] = a * edge1[2] + b * edge2[2];
VEC_Normalizef(dvTmp);

//=====================================//
// normal portion of the tangent space //
//=====================================//
tangentSpace[6] = normal[0];
tangentSpace[7] = normal[1];
tangentSpace[8] = normal[2];

dot = VEC_DotProduct(duTmp, &tangentSpace[6]);

//======================================//
// tangent portion of the tangent space //
//======================================//
tangentSpace[0] = duTmp[0] - (dot * tangentSpace[6]);
tangentSpace[1] = duTmp[1] - (dot * tangentSpace[7]);
tangentSpace[2] = duTmp[2] - (dot * tangentSpace[8]);
VEC_Normalizef(tangentSpace);

dot = VEC_DotProduct(dvTmp, &tangentSpace[6]);

//=======================================//
// binormal portion of the tangent space //
//=======================================//
tangentSpace[3] = dvTmp[0] - (dot * tangentSpace[6]);
tangentSpace[4] = dvTmp[1] - (dot * tangentSpace[7]);
tangentSpace[5] = dvTmp[2] - (dot * tangentSpace[8]);
VEC_Normalizef(&tangentSpace[3]);

The code you have posted does not use the correct mathematics. You can find a robust implementation here:

http://www.terathon.com/code/tangent.html

– Eric Lengyel

Without looking at the rest of the code, it’s the IF statement that’s doing exactly what you describe.
I suppose it’s meant to prevent all those heavy calculations if ALL coordinates are the same or something, but you’re using ||…

The IF statement in the code posted here is designed to prevent division by zero. Obviously wrong, since it’s perfectly acceptable for two adjacent vertices to have the same s or t coordinate.