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Dec 12, 2023 at 12:28 vote accept krz
Dec 12, 2023 at 12:28 answer added krz timeline score: 0
Mar 10, 2023 at 18:24 comment added krz but what I don't understand is why glTF-PBR demo that does the same - has smooth triangle shading whereas my attempts at doing the same result in visible triangle edges
Mar 10, 2023 at 18:17 comment added DMGregory That's coming from the fact that you're computing your tangent vectors per fragment - so they're using partial derivatives that are constant over each triangle but discontinuous at triangle edges - instead of computing them per vertex and sending them to the GPU as vertex attributes, so all adjacent triangles agree about the tangents along their shared edges.
Mar 10, 2023 at 17:49 comment added krz Figures, but when I'm reading normal from normal map texture - I get another weird result where triangles are improperly shaded and are visible
Mar 10, 2023 at 17:38 comment added DMGregory Why are you multiplying the same normal used to calculate the TBN matrix by that matrix? This is not a geometrically meaningful operation. A TBN matrix is useful for transforming a tangent space normal read from a normal map texture into world space, but as shown here, the variable normal is treated as though it's already in world space.
Mar 10, 2023 at 16:21 history edited krz CC BY-SA 4.0
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S Mar 10, 2023 at 15:50 review First questions
Mar 11, 2023 at 8:43
S Mar 10, 2023 at 15:50 history asked krz CC BY-SA 4.0