Post #2374296
2026-04-30 17:57 UTC
Replies (3)
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@absurdistcode@mastodon.gamedev.place 2026-04-30 18:04
@zeux@mastodon.gamedev.place @nothings@mastodon.gamedev.place I wonder if two low quality tangents and bitangents could be enough to reconstruct a high quality normal. it doesnt matter if (bi)tangents are a few degrees off, so they could be rotated slightly until a better normal is reconstructed.
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@nothings@mastodon.gamedev.place 2026-04-30 18:36
@zeux@mastodon.gamedev.place I mean, plausibly, there's no compact encoding of two non-orthogonal vectors (e.g. no unit vector+angle), so you just can't hit the target quality while allowing skewed UV, so skewed UV was discarded. But the thing is, even though it COULD have been a conscious choice, I don't have any evidence that it really a conscious size/quality choice, rather than just "let's do this because it's easier". Which is just kinda weird.
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@datenwolf@chaos.social 2026-05-01 22:30
@zeux@mastodon.gamedev.place @nothings@mastodon.gamedev.place Fun fact: inverse transpose isn't even the correct generalization: https://terathon.com/blog/transforming-normals.html