When I output the normal map this shows up:
[attachment=23421:Snapshot1.jpg]
Would this be a normal issue inside the mesh? Funny how Brazynsoft checks to see if the parameter of cumpute normals is true or false. If not then it uses the normals from the mesh. I'm using the normals from the mesh.
The shader:
output.normal = mul(input.normal, (float3x3)worldMatrix); //-- worldMatrix is the model's world matrix.
output.tangent = mul(input.tangent, (float3x3)worldMatrix);
PS
float3 normalmap = Textures[1].Sample(ss, input.texcoord);
normalmap = 2.0f * normalmap - 1.0f;
input.normal = normalize(input.normal);
input.tangent = normalize(input.tangent - dot(input.tangent, input.normal) * input.normal);
float3 biTangent = cross(input.tangent, input.normal);
float3x3 texSpace = float3x3(biTangent, input.Tangent, input.normal);
input.normal = normalize(mul(normalmap, texSpace));
Or possibly this could be a result of the normal map its self.