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Equivalent to normals(mesh)

hello,

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?

thx_alex.

perhaps, you can calculate the binormals in the shader?

http://www.opresume.com/orangutangular/project/

http://www.rastertek.com/dx10tut20.html

hm , perhaps its doable…

but

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.