[=JohnnyBeans78;231475]
I am doing some procedural terrain. The output of the algorithm (Dual Contouring) is a vertex list(position, normal), and a list of indices.
The output is also in Quads not triangles. I know I will have to triangulate these quads, but how do I create the tangent vectors? This terrain is smooth and the quads share verts (so I cannot create the tangents like the wiki does) it will just end up with a normal that favors the last triangle that uses that vert).
Do I create the tangents for every triangle that uses that vert then average them? It just feels like if I already have the normal I shouldn’t have to go through all that (I could be wrong, it would not be the first time).
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I am interested in this as well. I’m attempting to implement the same algorithm. So I guess there’s no way to define meshes as quads?