Original Post
I have been using 3D Studio Max to bake some normal maps and there is an option in max to bake them into world coordinates. Well I tried that, but now I'm having problems writing my GLSL frag and vert files. For some reason I can't seem to get the light_direction variable right. Other than that, I can just read in the normal information straight from the texture map and have the normals instantly. I'm wondering what the easiest way to get the exact vector from the light to a certain fragment so that I can dot that vector with my normal information and do the mapping that way. If not, is there any good way to use a world coordinate normal map? I also realize that they will only work for static objects but that's not a problem.