(I hope this is in the right section)
Ok so I'm using 3ds max. Up until now I've been using the Panda exporter for .X files. I've just switched to the built in fbx exporter as it allows for 2 sets of uv coords. However, when I use the same shader code for the same models that have been exported as fbx, anything using normals fails to work. There are no errors or anything, they just don't seem to have been generated.
So if for example in the pixel shader I end with: return float4(input.Normal.xyz,1);
The entire model is black. Thoughts? Ideas?