Computation of Irradiance Map using Spherical Harmonics
<p>I've got a question on how to compute the irradiance cubemap using Spherical Harmonics.
I want to render to the irradiance map on the GPU using a Framebuffer. To compute it, I also need the surface normal. 
How can I move the normals of my mesh to the GPU and how do I know which one I have to choose?</p>