Tangent basis calculation problem
- by Kirill Daybov
I have the problem with seams with calculating a tangent basis in my application.
I'm using a seems to be right algorithm, but it gives wrong result on the seams. What am I doing wrong? Is there a problem with an algorithm, or with the model? The designer says that our models with our normal maps are rendered correctly in Xoliul Shader Plugin in 3Ds Max, so there should be a way to calculate correct tangent basis programmatically.
Here's an example of the problem I'm talking about.
Steps, I've already taken:
- Tried different algorithm (from Gamasutra, I can't post the link because I don't have enough reputation yet). I got wrong, much worse, results;
- Tried to average basis vectors for vertexes are used in multiple faces;
- Tried to average basis vectors for vertexes that have same world coordinates (this would be obviously wrong solution, but I've tried it anyway).