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Re: Normalmap flip problem [Re: pesseba] #167120
11/15/07 20:12
11/15/07 20:12
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline
Expert
Matt_Aufderheide  Offline
Expert
M

Joined: Oct 2003
Posts: 4,131
I dont have any specific dll for this.. i do it in my SPhere Engine dll


Sphere Engine--the premier A6 graphics plugin.
Re: Normalmap flip problem [Re: pesseba] #167121
11/15/07 20:44
11/15/07 20:44
Joined: Dec 2003
Posts: 1,097
Maryland, USA
Steempipe Offline
Serious User
Steempipe  Offline
Serious User

Joined: Dec 2003
Posts: 1,097
Maryland, USA
The coordinate was added to the engine:
V7.05.1b beta - released 6-Aug-2007

So, I am sad to say that you are out of luck with A6.

I don't call createTangents... So I do this to the FX file.

Global declare:
float3x3 matTangent;

Change the vertex input struct:
float4 tangent : TEXCOORD2;


Then this code in the shader:
tbnMatrix[0] = mul(IN.tangent.xyz, matWorld);
tbnMatrix[1] = mul(cross(IN.tangent.xyz, IN.normal), matWorld)* IN.tangent.w;
tbnMatrix[2] = mul(IN.normal, matWorld);

Eric

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