yeah.. tangent-space normal mapping requires precalculated normals, right.Jorzi wrote:If I remember correctly, wmit calculates tangents & bitangents using the standardized mikktspace algorithm. It doesn't, however, calculate normals, but imports them with the models (so blender users need to check the "include normals" option when exporting obj)
Per, MINMAX_TSCEN is used for object collisions. Not in wzm branches this parameter was calculated for each load(wz's load or the load of a map, don't know), in wzm branch it stores in wzm model, another speed optimization. It is a min&max of aabb points(x,y,z for each) and the center of the oblate(compressed?!) sphere.
This is what I've understood from the logs.
TC is implemented the same way how it's done in wz.
EDIT: I also want to recall you to split the gfx stuff from the stats.
EDIT: here locates shader for the latest wmit and for the latest build of the wzm branch.