1) Write the normal map shader
2) Implement a class that handles the normal shader in ShaderDefaults
3) Add a public function to the Mesh class that computes the tangents and bitangents for that mesh and stores them in private member variables (that are otherwise empty if the function is not called).
1) Write the normal map shader 2) Implement a class that handles the normal shader in ShaderDefaults 3) Add a public function to the Mesh class that computes the tangents and bitangents for that mesh and stores them in private member variables (that are otherwise empty if the function is not called).
A useful tutorial for the implementation of normal mapping: http://www.opengl-tutorial.org/intermediate-tutorials/tutorial-13-normal-mapping/