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The real question is if anyone needs the full original D3DX9 algorithm with all it's complex 'singularity group' handling, or if the current functionality is sufficient for modern needs.
At a minimum, there needs to be a duplicate vertices version to handle mirrored seams...
The text was updated successfully, but these errors were encountered:
The basic ComputeNormals and ComputeTangentFrame do not perform any vertex splits, so artifacts can be found on large angle changes.
An alternative version is needed which would be able to duplicate vertices to resolve these problems.
The D3DXComputeTangentFrameEx function supported vertex splitting based on various thresholds.
The real question is if anyone needs the full original D3DX9 algorithm with all it's complex 'singularity group' handling, or if the current functionality is sufficient for modern needs.
At a minimum, there needs to be a duplicate vertices version to handle mirrored seams...
The text was updated successfully, but these errors were encountered: