Original Post
I asked this question in the maths forum before, but didn't get an answer... Can someone tell me how i must apply a tangential normalmap in a shader? i know that the normal of the mesh shall become the Z axis while the R and G channels are the X and Y axis . . . and then? must I multiply that with the mehs normals or what? and what is the Blue channel for? if someone could give me the right formula i'd really appreciate :) thx!