C++ OpenGL Tutorial - 47 - Tangent Spaces (Normal Mapping 2)

In this video, we finish up normal mapping, and implement a model that can be generalized to any type of model with any type of transformation, using tangent spaces. • VERTEX SHADER FIX: it turns out that we need to calculate the tangent space matrices and positions in the vertex shader using a different method when not using a normal map. When we use a normal map, we need to transform to the tangent space, otherwise all calculations can be done in world space without any extra complexity. Here is the fix: • Thorough explanation: • Website: • Twitter: • Discord: • This Github Repo: • This Playlist: Listened to the Hyper Light Drifter OST by Disasterpeace ().
Back to Top