Tangent normal mapping fixed

Blitz3D Forums/Blitz3D Programming/Tangent normal mapping fixed

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oh god... I'm sorry to post so many times in a row....
but I think I found all the functions I need...
but wen I ran the program it doesn't look like the lights pointing the way it does in the *.exe file...

could someone check these functions I collected from Halos other work?

Function PointDistance#(Ax#,Ay#,Az#,Bx#,By#,Bz#)
Return Sqr((ax-bx)^2.0+(ay-by)^2.0+(az-bz)^2.0)
End Function

Function Normalize(nx#,ny#,nz#)
m#=Sqr(nx*nx+ny*ny+nz*nz)
VectorX=nx/m
VectorY=ny/m
VectorZ=nz/m
End Function

Function VectorX#()
Return VectorX#
End Function

Function VectorY#()
Return VectorY#
End Function

Function VectorZ#()
Return VectorZ#
End Function