Updating Tangents and Binormals for Skinned and Morphed Anim

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Re: Updating Tangents and Binormals for Skinned and Morphed

Postby Vectrotek » Wed Jun 29, 2016 4:38 pm

Glad you could use it. I'm trying to get it into a custom node node but I need to learn a LOT more about Irrlicht.
(There were some "Tan Updater" bugs, but they were sorted out in later posts..) Ugh.. I've got a lot to learn..
Currently struggling through Screen Quads and just, now, got Mongoose7's very cool screen quad tutorial..
I can compile it, so i'll work with it.. (that's my motto)..
Oh! Your RPG Builder is really really cool! I wish I could dive into that! Maybe later..
Cheers!
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Re: Updating Tangents and Binormals for Skinned and Morphed

Postby Vectrotek » Thu Jun 30, 2016 4:12 pm

Christianclavet, you have great understanding..
Oh, by the way I think certain other people missed my last post where there are more than one texture per object..
Anyhow, Normal maps are still not the same as Bumpmaps! :mrgreen:
Oh never mind... its late and I haven't slept for three days..
Love your page.. Cheers!
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Re: Updating Tangents and Binormals for Skinned and Morphed

Postby The_Glitch » Mon Feb 20, 2017 1:16 am

It's been a while but I tried this on the latest irrlicht trunk and I did find a lot of issues.
Most noted was if the mesh was composed of multiple mesh buffers instead of just one things did not look proper.
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Re: Updating Tangents and Binormals for Skinned and Morphed

Postby Vectrotek » Mon Feb 27, 2017 5:19 pm

The newer tangent updater should work but I see that Irrlicht has issues with INSTANCES of objects..
See my latest posts "a new complication"
http://irrlicht.sourceforge.net/forum/viewtopic.php?f=4&t=51607&start=195
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