| Doom 3 normal mapping, object or tangent? - Beyond3D Forum |

| | On dynamic geometry, you have to find the transform from the old object **space** to the new object **space**, which I suppose can be done in pretty much the same way as tangent-space. |

| | CPU skinning, shadow generation, and **tangent** **space** reconstruction are the parts of Doom that take up significant time in timedemos, but there is a lot of driver overhead as well. |

| | If part of your world is known to exist in **tangent** **space** it's a reasonable assumption that the rest would be stored in **tangent** **space** also where possible to simplify processing. |

| www.beyond3d.com /forum/showthread.php?t=12991 (786 words) |