As a long term user of Linux, Blender and Rigs of Rods I've been trying to get my head round normal maps not working as expected.
Turns out Blender and OpenGL use the opposite Y direction from Direct X. This means that bumps are shown as hollows, and vice versa.
So it was nothing to do with shaders. After hours of trying to tweak them!
Is there anyway to cleanly handle this in a game that uses OpenGL and DirectX?
How do commercial games handle it I wonder?
Turns out Blender and OpenGL use the opposite Y direction from Direct X. This means that bumps are shown as hollows, and vice versa.
So it was nothing to do with shaders. After hours of trying to tweak them!
Is there anyway to cleanly handle this in a game that uses OpenGL and DirectX?
How do commercial games handle it I wonder?