Tangent normal mapping fixed

Blitz3D Forums/Blitz3D Programming/Tangent normal mapping fixed

I'm not sure what you're asking, but the dll contains the functions you listed above. see the PhobosGL.decls for a list of functions....?!

By the way, if you remove the bit where halo creates a temp-pivot for every vertex and free's it in the same for..next loop, and in stead create the temp-pivot once at the end, and free it once at the end of the loop, then this will give you MORE THAN DOUBLE the FPS than before - with the same result! :D

Does anyone have idea idea how to turn this into colored lights?! I'm just starting with this normal mapping / lightmapping business, but you'd expect that changing the VertexColor paramters would do the trick, but the light always seems to give a greyscale tint...!??!

cheers,
Danny