@nothings@mastodon.gamedev.place
Post #2374295
2026-04-30 17:44 UTC
@zeux@mastodon.gamedev.place Why is every production render in existence throwing away bitangents and breaking bump-mapping on UV skewing, instead of throwing away NORMAL and reconstructing THAT? It's the one that's actually mathematically supposed to be perpendicular to the other two.
Replies (1)
-
@zeux@mastodon.gamedev.place 2026-04-30 17:57
@nothings@mastodon.gamedev.place Interesting question! I'm not entirely sure :) This would run into problems in UV-degenerate regions but you could solve them with a synthetic orthogonal basis. Ofc none of the techniques I describe further in the post would apply to non-orthogonal bases. I'd guess the industry just gave up on skewed mapping. There's extra complications wrt TBN in that you might need a matrix *inverse* instead of just transpose in certain parts of the pipeline. And vertex averaging muddles it anyway.