On 31.12.2007 17:32, infinity wrote:
> I was using a normal map with light_spec_bump (the normal map shader) and I
> saw that where uvs are seperated it was lighting the sides differently.
> Darker on one side where it should be the same for example. I tested several
> examples and found it was not related to bad UVs, flipped uvs, or something
> in the normal map. I also looked at the shader and it seemed correct.
> Any ideas what could be the issue?

The normals on the separated vertices may not match. This can happen if
e.g. the model uses <autonormals />.

-f.r.

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