Comments on: Normal Mapping without Precomputed Tangent Space Vectors https://www.geeks3d.com/20130122/normal-mapping-without-precomputed-tangent-space-vectors/ Graphics Cards and GPUs News, Graphics Programming, Home of FurMark Fri, 24 Nov 2017 16:05:12 +0000 hourly 1 https://wordpress.org/?v=6.7.1 By: Sam https://www.geeks3d.com/20130122/normal-mapping-without-precomputed-tangent-space-vectors/#comment-27521 Sun, 24 Feb 2013 21:20:31 +0000 http://www.geeks3d.com/?p=8462#comment-27521 Note; for some reason, this method produces flipped normals on the Intel HD3000.

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By: xernobyl https://www.geeks3d.com/20130122/normal-mapping-without-precomputed-tangent-space-vectors/#comment-27210 Sat, 26 Jan 2013 16:53:36 +0000 http://www.geeks3d.com/?p=8462#comment-27210 Some error and performance analysis would be appreciated 🙂

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By: Ming https://www.geeks3d.com/20130122/normal-mapping-without-precomputed-tangent-space-vectors/#comment-27150 Wed, 23 Jan 2013 06:57:26 +0000 http://www.geeks3d.com/?p=8462#comment-27150 As I remember dFdx() and dFdy() is approximated with a 2×2 block of pixels in most GPU.

Is there any blocky artifacts when the camera is zoomed very close to the object’s surface?

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