I am having difficulties implementing bump maps on 3D objects.
I want to use the plane's smoothed normals to calculate the tangent and then do a crossproduct to get the bi-normal.
I have been over the entire web (or it feels like it), looking for an equation that will do this, but have found nothing
All the tutorials and source everywhere that I have found use either the TBN loaded from the model (like POF models, which mine aren't, nor do i have SMax), or calculate the TB.N while calculating the geometry.
If I take the standard approach of delta p1->p2 cross delta p1->p3, I loose the smoothed normal and end up with flat looking surfaces.
Cas, if your out there... you said this was easy (and I agreed)...I correct us (or at least me)...XY plane parallel bump mapping with generated quads or triangles is easy - complex surface bump mapping with accurate normals is not the same.
Can anyone help?