Post #2374304
2026-05-01 23:19 UTC
@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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