@survivor said: @nehon: There are only two solutions:
- Change handedness in TBG as it was in RC2.
- no shader has to change
- models with saved tangents stay compatible
- you have to dig into TBG, which sounds like pain for you
- Change handedness in shaders
pro/con: inverse of 1.I’d change it, so that models are compatible to ogre or other formats. Don’t know if there is a quasi standard how the tangent buffer should look like.
1 is reverting back to more issues with normal mapping. The TBG is some kind of math hell (or paradise depending of your freakishness level) and last time I kind of managed my way out of it without my eyes bleeding and a fixed issue…I’d rather not revert this change

I basically translated from C++ changes made in Ogre’s TBG to handle mirrored uvs and distorted tangents. So the base was solid.
2 seems like the way to go … We have a normal.y = -normal.y line commented in and out since a long time fluctuating with the changes to the TBG. Iast time we removed it because that’s one more operation per pixel that can be avoided by reverting the green channel in the normal map…but…if you have a large number of asset…going through all normal maps and inverting the green channel can be very painful…
So I guess the -normal.y thing is the safest route…
I’d like to hear what @Momoko_Fan, and @pspeed think of this.