Original Post
I am just starting to get into normal/bump mapping, and am curious what the "current modern method" is for doing normal mapping. I have a lot of older 3D books which make passing references to computing tangents and normals. I currently include normals in my geometry vertex format, but haven't yet seen anything that exports tangents with the geometry.
Aside from not yet knowing anything about tangents (or binormals, or bitangents, ...), I'm also using OpenGL 3.2 and trying to avoid any old deprecated methodologies. I can only assume that tangents are still needed for normal mapping (I haven't read anything to say otherwise), but is it still best to precompute them and add them to the vertex format? Or are they computed as-needed in shaders these days?
What would be a good (modern/shader) reference for learning tangents (if needed) and the basics of normal mapping?
Aside from not yet knowing anything about tangents (or binormals, or bitangents, ...), I'm also using OpenGL 3.2 and trying to avoid any old deprecated methodologies. I can only assume that tangents are still needed for normal mapping (I haven't read anything to say otherwise), but is it still best to precompute them and add them to the vertex format? Or are they computed as-needed in shaders these days?
What would be a good (modern/shader) reference for learning tangents (if needed) and the basics of normal mapping?




