When I'm normal mapping a mesh with "tiled textures" (meaning the same texture is drawn several times on the same mesh, like walls/floors in videogames), texture is stretched badly. Everything works fine when texture is not tiled (like when mapping a character/object in a videogame).
Here are a few screenshots to give you a better idea :
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No matter which format I use (I tried .X, .MS3D and even .BSP maps), problem stays. This is really annoying as I won't be able to design normal/parallax/bump mapped levels without tiling textures.
Using MakePlanarTextureMapping() fix this, but I lose all texture alignment. And this function tiles all textures on the map the same way, something I don't want.
Do you have any clue on how to fix this?
Thanks!