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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