C++ OpenGL Tutorial - 47 - Tangent Spaces (Normal Mapping 2)
Автор: Michael Grieco
Загружено: 2021-02-19
Просмотров: 1357
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: https://github.com/michaelg29/OpenGLT...
• Thorough explanation: https://learnopengl.com/Advanced-Ligh...
• Website: https://michaelg29.github.io/
• Twitter: / michaelgrieco10
• Discord: / discord
• This Github Repo: https://github.com/michaelg29/yt-tuto...
• This Playlist: • C++ OpenGL Tutorial
Listened to the Hyper Light Drifter OST by Disasterpeace (music.disasterpeace.com).
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