@rygorous@mastodon.gamedev.place
Post #2374305
2026-05-01 23:46 UTC
@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
Replies (1)
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@rygorous@mastodon.gamedev.place 2026-05-01 23:53
@nothings@mastodon.gamedev.place @zeux@mastodon.gamedev.place but yes, non-orthogonal T/B are commonly skipped, same as e.g. non-uniform scaling on object->world transforms (or even just scaling entirely), and for largely the same reasons - it is only sporadically useful and makes everything a bit harder and more expensive