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	<title>Tangent space - Revision history</title>
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	<updated>2026-11-05T16:24:48Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=Tangent_space&amp;diff=10460&amp;oldid=prev</id>
		<title>Windwalkr: Created page with &quot;Tangent Space is a specialized coordinate system used in fragment shading which can be considered as having the following properties:   * Z points away from the surface (along...&quot;</title>
		<link rel="alternate" type="text/html" href="https://wiki.trainzsimulator.com/index.php?title=Tangent_space&amp;diff=10460&amp;oldid=prev"/>
		<updated>2017-10-19T00:24:19Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;Tangent Space is a specialized coordinate system used in fragment shading which can be considered as having the following properties:   * Z points away from the surface (along...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;Tangent Space is a specialized coordinate system used in fragment shading which can be considered as having the following properties:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Z points away from the surface (along the [[surface normal]]).&lt;br /&gt;
* X points approximately along the texture mapping &amp;quot;S&amp;quot; axis. (Approximate since the fragment normal is frequently not at 90° to the &amp;quot;S&amp;quot; axis.)&lt;br /&gt;
* Y points approximately along the texture mapping &amp;quot;T&amp;quot; axis. (Approximate since texture maps are frequently applied in a distorted fashion; ie. with the texture S and T axes not at 90° to each other.)&lt;br /&gt;
&lt;br /&gt;
The Z axis is known as the &amp;quot;normal&amp;quot;. The X axis is known as the &amp;quot;tangent&amp;quot;. The Y axis is known as the &amp;quot;bitangent&amp;quot;. It should be observed that Tangent Space is derived per-fragment, and varies across a rendered [[polygon]] based on the interpolation of the surface normal.&lt;br /&gt;
&lt;br /&gt;
[[Normal map]]s are encoded in tangent space. To convert a single vector read from a normal space into model space, it is multiplied through the &amp;#039;tangent basis matrix&amp;#039; (a matrix which encodes the tangent space axes). Tangent Space also affects other techniques such as [[Parallax mapping]].&lt;br /&gt;
&lt;br /&gt;
More technical details on tangent space and the related math can be found online- this is not a Trainz-specific subject matter.&lt;/div&gt;</summary>
		<author><name>Windwalkr</name></author>
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