Could use some help with cubemap sphere normal mapping
Posted: 10 Jan 2016, 18:59
I am using OpenGL, my own custom rendering engine in C, and I am trying to get cubemapped spheres to do normal mapping for planets in my open source (GPL) space game, "Space Nerds In Space".
I have detailed what I've got so far here:
https://github.com/smcameron/space-nerd ... /issues/79
I am attempting to use the method described here to calculate tangents and bitangents:
http://www.iquilezles.org/www/articles/ ... sphere.htm
That only describes how to do one face. I have tried to extrapolate to the other 5 faces
(the issue linked above goes into a bit more detail.)
I am not sure how to even know if I am doing it correctly though. I am in a bit over my head.
I have detailed what I've got so far here:
https://github.com/smcameron/space-nerd ... /issues/79
I am attempting to use the method described here to calculate tangents and bitangents:
http://www.iquilezles.org/www/articles/ ... sphere.htm
That only describes how to do one face. I have tried to extrapolate to the other 5 faces
(the issue linked above goes into a bit more detail.)
I am not sure how to even know if I am doing it correctly though. I am in a bit over my head.