I'm trying to convert tangents and bitangents / binormals for a cube. Does bufferGeometry.computeTangents() work for a cube? And is there a trivial way to compute the bitangent n the vertex shader given normal and tangent, or do I need to do that in javascript?
I'm trying to make a parallax mapping shader, and it's not rendering properly, so I'm first trying to figure out if I'm generating tangents correctly, and then figure out bitangents