Anyone have a func to tangent normal map verts?

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It really takes a full room to see the effect properly. Basically, the highlights you see on the texture aren't drawn on the texture, and can be drawn dynamically from any angle. Look at some of the Doom 3 screenshots in the off-topic thread, and you'll notice that textures on a wall appear different, based on their position relative to a light. The quality of the bumpmaps in Doom 3 is, amazingly, the same as th crappy textures I drew up today. Look at the dsark panel pieces in the shot above. One is lit from the left, one from the right. I did NOT just flip the texture.

Again, I think this is something that you have to create a full room with before you can really appreciate the effect.