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BornToCode

Normal Map on a flat plane issue

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I have an a normal and height map. When i apply the normal map/height to a flat surface that is facing the camera the faces are extruded properly but the minute i pitch the surface or create the surface around the xz plane, the lighting get all mess up and the surface becomes totally flat. I try to move the light source and position it ontop of the plane but no luck, still looking the same.

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are you doing your lighting calculations in tangent space? is your tangents space matrix correct? are your normals,tangents,bitangents correctly calculated?

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Yes the lighting calculation are done in tangent space. I am using the D3DXCreateTANGENT From the D3DX library, so i assume it is correct. But that is ok, as i found a solution around it.

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