Hi all,
now that I’ve managed to get my normal mapping working, I’m at the point of making a “clean” implementation.
Would you know if there’s a general consensus on the following 2 things:
1. Normal mapping in world space vs tangent space (multiply T, B and N in PS versus converting light direction to tangent space in VS, pass to PS)
2. Provide tangents and bitangents to the GPU in vtxbuffer versus calculating in the shader
What I’ve learned so far is that performing it in tangentspace is preferred (convert light dir in VS and pass that to the PS), combined with calculating the bitangent (and perhaps also tangent) in the VS, per vertex.
I know the answer could be profiling, but that’s not something I’m doing at this stage. Just want to decide my 1st approach.
Any input is appreciated.