Original Post
From what I understood, in order to do normal map bump mapping I need to build up the inverse of the TBN (orthonormal, so this is easy), use it to transform the light position and then apply the lighting equation. To compute the TBN I need normal, tangent and bitangent vectors, then in the vertex shader I transform them with modelview matrix and build the transpose of the TBN. I can calculate the bitangent multiplying the normal and the tangent in the shader. My question is, how do I compute the tangent in the first place? Normals are easy, but what about tangents? Thank you! [edit: fixed your thread title. -Superpig]