Interpolate tangent/binormal

Is there any way to interpolate the tangent variable of a mesh? I am cutting vertices and I would like to recalculate as little as possble. Positions and UV mappings are done by Lerp, but what to do with the tangent?

Recalculating tangents is expensive.

Thanks

“Lerp” is fine if you normalize it in the shader. If not, “lerp”, then normalize.

Same for normals.

  • “lerp” is barycentric interpolation, but if you already had it figured out for other attributes, then I bet you had it for this too.