@nothings@mastodon.gamedev.place
Post #2374307
2026-05-02 05:10 UTC
@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.
Replies (1)
-
@rygorous@mastodon.gamedev.place 2026-05-02 09:02
@nothings@mastodon.gamedev.place It's more common than you think. Some automatic UV unwrapping methods guarantee perfectly orthogonal (e.g. LSCM, although that's now a bit long in the tooth). Others don't guarantee it exactly but try to be close. And many standard methods (e.g. the cylindrical projection commonly used for heads/faces) also guarantee it.