SoftwareGuy256
Newcomer
I understand tangent normal mapping in principle but have hit a mental block applying it in my model. The problem that I can't seem to figure out is how to resolve the issue when I have one vertex that is shared by multiple faces. The tangents for one face may not be the tangent for the adjacent face. I consider my normal maps "truth" so an incorrect tangent space would introduce errors in the shading. Techniques used to soften normals such as smoothing groups would introduce small, but nonzero errors.