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tangential normalmap

Started by genesys Oct 16, 2005 at 10:45 AM 0 replies 300+ views
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genesys
genesys
I asked this question in the maths forum before, but didn't get an answer... Can someone tell me how i must apply a tangential normalmap in a shader? i know that the normal of the mesh shall become the Z axis while the R and G channels are the X and Y axis . . . and then? must I multiply that with the mehs normals or what? and what is the Blue channel for? if someone could give me the right formula i'd really appreciate :) thx!

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