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Tangent-Space Phong

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I''m trying to create a phong lit surface using standard OpenGL 1.3 API. I''ve looked at many tutorials on making such per pixel illumination, and almost all of these examples use tangent space approach. I''m still confused about the rules for constructing the three vectors: normal, tangent and binormal. Are they based on the pregenerated normal map? Please. Your help will be greatly appreciated.

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