Calculating Tangents

Nov 23, 2011 at 4:40 PM

I modified the vertex types to include the tangent frame and the corresponding bitangent.
But when I calculated the tangents for the trunk, It looks like the UV coordinates are limited to
certain chunks of the trunk.


I used vertex positions, UV coords and normals in the calculation, pretty much like the XNA content pipeline method.
Any idea why there are those seems?