In this video, we finish up normal mapping, and implement a model that can be generalized to any type of model with any type of transformation, using tangent spaces.
• VERTEX SHADER FIX: it turns out that we need to calculate the tangent space matrices and positions in the vertex shader using a different method when not using a normal map. When we use a normal map, we need to transform to the tangent space, otherwise all calculations can be done in world space without any extra complexity. Here is the fix:
• Thorough explanation:
• Website:
• Twitter:
• Discord:
• This Github Repo:
• This Playlist:
Listened to the Hyper Light Drifter OST by Disasterpeace ().
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