| | 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) |