Normal Mapping: A Misconfiguration
Despite your efforts to implement normal mapping in your OpenGL application, the results are far from satisfactory. This article delves into the potential causes of your problems.
The Vertex Shader and TBN Matrix
Your vertex shader is responsible for generating the tangent (T), bitangent (B), and normal (N) matrices (TBN). This information is crucial for normal mapping, as it defines the local coordinate system for each vertex.
In your TBN matrix calculation function, you compute the tangent and bitangent vectors from the UV coordinates provided for each triangle. However, it's important to verify the correctness of these calculations. You should ensure that the tangent is perpendicular to the bitangent and that both vectors are orthogonal to the normal.
The Fragment Shader and Normal Mapping
The fragment shader is where normal mapping takes place. In your shader, you correctly sample the normal map and convert its RGB values to a normal vector. However, the color calculation seems to be amiss. Specifically:
Other Potential Issues
The above is the detailed content of Why Isn't My OpenGL Normal Mapping Working?. For more information, please follow other related articles on the PHP Chinese website!