   Normal Map - Revisted
  Correct me if I am wrong.I am trying to implement per pixel lighting in my game engine. A requirement to do that, from what I've read, is to provide a normal map as a texture. That way my engine can calculate normals in tangent space, and determine lighting equations for each pixel.I have managed to export a normal map from one application.I ran my engine using the normal map, and everything showed up black. While there could be a slew of programming errors, my guess is that:The coordinate systems for 3d modelers and directX is different. When I imported my model I had to change v0,v1,v2 to v0,v2,v1. I also had to multiply the z components by -1. I also had to invert the v coordinate of UVs. However, the normal map is in the modeler's coordinate system.Surely, this is a common problem. How can I get a normal map in DirectX's coordinate system? I can't really fathom writing a converter, because the normal map's data is per pixel, isn't it?Per Pixel Lighting was so close, but yet so far away :(   
  You don't need a normalmap for per pixel lighting, only that you do the main lighting-calc in the pixel-shader.   ;Quote:Original post by BangladeshYou don't need a normalmap for per pixel lighting, only that you do the main lighting-calc in the pixel-shader.Hmm. I think you might be right.However, I still need the normal map if I wish to do the high resolution lighting on a lower resolution model, right?I would also need it for 'parralex mapping', right?;  Do you have tangent & bitangent in your vertices?   ;  yes.