UpdateTangentsAndBinormals
This function calculates binormals and tangets for an entire surface. These are needed for normal mapping to appear correctly.
Syntax
- bool UpdateTangentsAndBinormals()
Returns
Returns true if the routine is able to successfully calculate binormals and tangets, otherwise false is returned.
Example
#include "Leadwerks.h"
using namespace Leadwerks;
int main(int argc, const char *argv[])
{
Leadwerks::Window* window = Leadwerks::Window::Create();
Context* context = Context::Create(window);
World* world = World::Create();
Camera* camera = Camera::Create();
camera->SetRotation(35,0,0);
camera->Move(0,0,-4);
Light* light = DirectionalLight::Create();
light->SetRotation(35,35,0);
//Create a model from scratch
Model* model = Model::Create();
Surface* surface = model->AddSurface();
surface->AddVertex(-0.5,-0.5,0, 0,0,-1);
surface->AddVertex(0.5,-0.5,0, 0,0,-1);
surface->AddVertex(0.5,0.5,0, 0,0,-1);
surface->AddVertex(-0.5,0.5,0, 0,0,-1);
surface->AddTriangle(2,1,0);
surface->AddTriangle(0,3,2);
//Update the vertex tangents and binormals so normal mapping appears correctly
surface->UpdateTangentsAndBinormals();
model->UpdateAABB(Entity::LocalAABB|Entity::GlobalAABB);
//Load a material and apply it
Material* material = Material::Load("Materials/Concrete/concrete_dirty.mat");
model->SetMaterial(material);
material->Release();
while (true)
{
if (window->Closed() || window->KeyDown(Key::Escape)) return false;
Leadwerks::Time::Update();
world->Update();
world->Render();
context->Sync();
}
return 0;
}