Sorry, I've been falling asleep without logging out the past few nights.![]()
The back converted mesh has all computed values for the normals,
tangents, and binormals for blocks 1, 2, and 3. So it's a consistant
right handed system, it just has a disconnect with Milkshape's convention.
I think I knew this a few days ago because my figures came into Milkshape
lying on their sides so I did a few swaps to make them look right in Milkshape
but then I forgot about this going backwards so the geometry or meshes
are ok but the auxilliary data is reversed. I'll fix it up tonight.
I agree I'm not going to worry too much about a difference of 1 in
the tangent space normal maps because 1/255 = 0.4% so who's going to
even be able to notice that.
I took a quick look at the link and I have to say I never thought Python
would be used to program a shader. It looks like they can make
OpenGL and DirectX calls for vertex shaders, pixel shaders, bump mapping,
environment mapping, etc. Not that we need this but I'm still blown away
that you can do this in an interpreted language. (Actually I think the article
says that Python gets compiled natively at some point, have to read it
carefully later.)
I think I just want to fix up a few things and then I've gone about as far
as my knowledge will take me. I'd like to write up the tangent space
normal mapping stuff to leave some documentation in the Wiki just because
it's so interesting in its own right. Otherwise I'm ready to test stuff
whenever you need it.![]()
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