Thanks a lot for the good read, guys. This has been a very helpful thread. I'd like to share what I have learned from it - and this is mostly aimed at people who are writing FX shaders for the Max viewport: The standard way (the method that I have used and many others) to create a normal vector from a tangent space normal…
If the basic method of coming up with "raw" per vertex tangent space (before doing splits), ie averaging the neighbouring triangle tangent spaces, is the same between all applications then the differences should at least be minimal I would think ? I'm not a coder like you, but when I did work with DirectX and had to…