Hi Guys

Been following this with interest. Having a method to know what map type is
in what texture unit will be great. Regarding the normal mapping, is there
any chance of getting the exporter to also generate tangent vectors (either
from max or using osgUtils). Would be ace if you could also specify the
channel to bind and the name to use in the shader e.g.

channels 6 and 7 with names osg_tangent, osg_binormal

Or do people feel tangents should always be generated at runtime?

Cheers
Tom
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