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@rygorous@mastodon.gamedev.place

Post #2374306

2026-05-01 23:53 UTC

@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

Replies (1)

  • @rygorous@mastodon.gamedev.place Surely the U and V vectors are almost never completely orthogonal except in the most trivial of cases, so I guess this 'isn't useful' is based on people not caring that the direction of the perturbed normal isn't 'perfect'? I have no idea what the outcome of using "wrong" tangent/bitangent in this sense are. But yes, the "common to only want normal" is what I eventually worked out for myself is presumably a significant part of the explanation.

    Open ##2374307