PixelMachine

10-11-2005, 10:35 PM

Let's say I have a point position in space and a TBN matrix, defined by the tangent, binormal and the normal vector for that particular point on a 3d surface. How can I convert that point from world space to tangent space and vice-versa, from tangent space back to world space, after modifying its position in the tangent space? Can I simply convert it just like a normalized vector, or there's a special catch for this kind of conversion? More exactly, I want to make the deformations in the tangent space, for mapping reasons, but after deforming it, I want to take it back to world space. I know how to deal with normalized vectors, but in my case, I have a 3d position, a vector that's not necessary normalized. Do you guys have any idea?