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@nothings@mastodon.gamedev.place

Post #2374299

2026-04-30 18:36 UTC

@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.

Replies (1)

  • @zeux@mastodon.gamedev.place 2026-04-30 18:52

    @nothings@mastodon.gamedev.place My general understanding of the timeline is that compact encodings became popular *after* bitangent reconstruction became standard, so I don't think it was the direct motivation. A matrix inverse though was a tall order at the time, especially because at the time you also had an option to convert light direction into tangent space *in your vertex shader*, as you just had a single light source and fragment compute was precious. Those were the days.

    Open ##2374300