Post #2374300
2026-04-30 18:52 UTC
@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.
Replies (1)
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@nothings@mastodon.gamedev.place 2026-05-01 22:02
@zeux@mastodon.gamedev.place Huh, interesting. BTW, tangentially, I'm not clear why N = TxB would need inverse/tranpose but B=NxT wouldn't?