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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