Equivalent to normals(mesh)


im trying to use a shader(blinn_bump_reflect) with the standard v4-meshes(box, sphere,…) but the layout is invalid:

Geometry is missing semantics: TANGENT : BINORMAL

in dx9 i would use Normals (EX9.Geometry Mesh) what is the equivalent/best way to do it in dx11?


perhaps, you can calculate the binormals in the shader?

hm , perhaps its doable…


without proper hlsl-skills its much faster to export collada files. (and you dont have to change every shader)

but, hm, im a bit sad about the nice normals-node.
rip, normals-node.