Now with only changin the code for getting the binormal and tangent
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eyeSpaceTangent = normalize(gl_NormalMatrix * gl_MultiTexCoord1.xyz);
eyeSpaceBinormal = normalize(gl_NormalMatrix * gl_MultiTexCoord2.xyz);More info on the pictures, to be more specific it seems that it tilts the image in the opposite direction in which it needs to when watching from the side. Look here for illustration http://www.imagesforme.com/upload/0c4a8b6b.bmp

since the only change was done in the vertex shader for the code for getting binormals and tangents. Is it possible that this is related to the engine itself?
It makes no sense that it looks good when watched from 0 and 180 degrees, but bad when 90 and 270.
I know that for OpenGL irrilicht uses the above code for accesing binormals and tangents