Open ConradMS opened 11 months ago
There's a section in the assignment write-up called "Bump and normal maps" that explains the procedure. Essentially, the tangent/bitangent are used to calculate the normal vector of the new position after we applied bump mapping.
how do we calculate the tangent/bitangent vectors in tangent.glsl given a normal vector, since there are an infinite number of tangents/bitangents. Additionally why do we need tangent in bump.fs?
Thanks.