Hi.
I experience some weird results of TSG too.
Here's the scene with only one object (valid normal mapping):
https://dl.dropboxusercontent.com/u/12634473/img/20140315_tsg_valid.png
Here's the scene with 2 objects (invalid normal mapping):
https://dl.dropboxusercontent.com/u/12634473/img/20140315_tsg_invalid.png
Just adding an object to the scene breaks everything. So I'm more than sure
that TSG is buggy.

I will post more results when I advance in my investigation.
The complete source code of what I'm doing (depends on my forked
osgEffectCompositor): http://goo.gl/O5sAmm

Thanks.


2013-10-01 16:06 GMT+07:00 Nicoulaie Vernouillet <[email protected]>:

> Hi, robert
>
> here is the test case. these are just two faces that share the same
> normal, but have non-collinear uv coordinates. "with_add.osg" file
> accumulates the calculated tangent and binormal, while "withou_add.osg"
> crushes the previous calculations.
>
> I made a little diagram to explain what happens at the shared vertex.
> we realize that if the direction of uv is not collinear it overwrites the
> information from the previous face. And during rasterization, the linear
> interpolation is performed in the middle of the first face and not between
> the two side of the edge.
>
> I hope to be clear enough, feel free to ask me any other information if
> this is not enough.
>
> Thank you!
>
> Cheers,
> Nicoulaie[/img]
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=56553#56553
>
>
>
>
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