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Reading this post I found out that 3dsMax might not use the same tangents when rendering normal mapped objects. In my case, I was using Ogre and OgreMax to analyze results and they were very inconsistent with what Max was showing. I am able to "colour map" the tangent space in Ogre using shaders, but in Max I can't find out how it is computed wrt to the actual geometry. I also posted the question on the Ogre forums, but nobody answered. Has anyone encountered such an issue up until now? How did you go around it?

For further information, this is the Ogre post.

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No need to answer this question any more. 3dsmax textures need to be flipped (symmetry operator) over the u and the v axes in succession. This actually puts the right orientation in the output tangent vector field. – teodron Mar 20 '12 at 14:35
I know it's been a while, but I think you should add your comment as an answer for future visitors' reference. (It's perfectly OK to answer your own questions and someone else might have this misunderstanding.) – Anko Jun 16 '14 at 19:20

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