have I ever told you that you're a genious Excessus? lol, cause you are!

Quote:


EDIT3:
Ok, I can calculate the tangent and binormal from the normal on a terrain. This works on a model terrain, but when I use it on a terrain, I get the SAME tangents as when I use the tangent flag.. Seems like the problem is related to the normals then..
worldToTangentSpace[0] = cross(InNorm, float3(0.0f, 0.0f, 1.0f));
worldToTangentSpace[1] = cross(worldToTangentSpace[0], InNorm);
worldToTangentSpace[2] = InNorm;





Worked PERFECTLY!


I'm gonna finish adding the special touches to the shader now!


xXxGuitar511
- Programmer