Tangentless normal mapping. No I don't want to preprocess my meshes nor upload unneeded tangents.
Before - after:
![Image](http://i48.tinypic.com/2ylabfs.png)
![Image](http://i45.tinypic.com/kdx2eb.png)
No, and that's the point. There are no tangents. Do read the paperGranyte wrote:are you generating the tengents on the fly?
It's likely slower than object-space normal-mapping, but as tangent-space needs a few calculations too, the speed difference to tangent space normals may not be big. CBA to set up traditional tangent-space mapping to comparefmx wrote:the article doesn't even mention speed and framerates, so my guess is that it must be MUCH slower than uploading tangents to do normal-mapping the traditional way
Useful for offline editors though
hendu you should add some specular lighting to your shots because they amplify the effect of normal mapping
I use GL dFdx, dFdy, which correspond to ddx and ddy. The HLSL _fine versions require DX11 cards, but the normal versions and so the GL equivalents should work on anything GL2 (~DX 9.0c).What's the limitaton? I know I was trying to do something similar, but shaders only give you information for the current vertex/pixel. ddx_fine/ddy_fine look like functions that allow the GPU to provide the missing information, but where are they available?
No such limit, use all shaders you want.Also, does the technique in the paper require you *not* to use vertex shaders? That is, will it only work if there isn't a vertex shader?