   Terrain normal mapping TBN
  Hi, I have a question about terrain normal mapping. My engine uses geomipmapping for the terrain. For every terrainpatch I have some levels of detail. For every vertex I'm computing the normal, the tangent and the binormal, wich I use to transform the sundirection. But when there is a LOD change for a patch, the shading changes as well, because different T,B,N vectors get interpolated. Is there a way around this? Do I have to create a seperate vertex buffer for all LOD-s (since now I have been using one). Or could I maybe store this TBN values in one or more textures, and use it like a normal map?   
  Bump :)OK I think my question isn't formulated too clearly.So the question is basicly if there is an alternative to store the TBN vectors per vertex, because this way it doesn't work for my terrain.   