OK, and that's going to be the normal vector to the surface or to the tangent plane.
这就是切平面的,或者说这个曲面的法向量。
Our normal maps are different from those in most games, and easier to understand and work with, because they're stored in object-space instead of tangent-space. Maybe I'll write about that next time!
我们的法线贴图和其他很多游戏不一样,更容易理解也更容易使用,它是存储与对象空间而不是切线空间,也许下回有机会可以介绍一下。
An application programmer must supply a tangent, binormal, and normal at each vertex.
程序员必须提供每个顶点的切线、副法线和法线。
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