@nothings@mastodon.gamedev.place
Post #2374303
2026-05-01 22:26 UTC
Replies (2)
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@antopatriarca@mathstodon.xyz 2026-05-01 23:19
@nothings@mastodon.gamedev.place @zeux@mastodon.gamedev.place I'm also quite far from this field, but in my experience (in similar fields), the two vectors you use to generate the normals are often not perpendicular to each other and maybe not even of unit length. From these two you usually choose one for the tangent (or maybe you use some combination of them), but the bitangent should be computed from the normal and the tangent as it is different from the other of the two original vectors. So you may probably save B and T, but the normal is often the most important data and you can save some computations if you don't compute B.
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@rygorous@mastodon.gamedev.place 2026-05-01 23:46
@nothings@mastodon.gamedev.place @zeux@mastodon.gamedev.place you pretty much always need N for lighting but you might not need T/B, for example for distant LODs where you might skip normal mapping entirely e.g. for a character that's 30 pixels tall, pretty much the only thing you get out of normal maps is more specular aliasing. :P