Well, new extension to PIE format just takes per-vertex normals (3 per triangle) that was generated by 3d tool and placed to OBJ, wmit saves it to pie with right xyz coords.
In wmit I calculate binormal as cross product. Need to test mirrored uv:s though if we really need this texturing technique(OS normal maps forced me to not use it and I used to

). I have test build of pr 338.
Also, Interesting how wz calculates tangent? In the shader I re-orthogonalize tangent by normal I'm using, so it's always have right angle.
Jorzi wrote: ↑02 May 2019, 13:11
One problem is each program calculates smooth normals slightly differently, so this was solved by including vertex normals and bitangents in the vertex definition. Are you suggesting that this is included into the pie format?
different smooth normals only forces you to use the same tool to bake a tangent normals texture. So if you create a model using Blender, you should bake normal maps also in blender or recalculate normals for this model in another tool you use to bake textures,

If I understand all the stuff correctly. Anyway, all popular tools works with mikktspace code.
Forgon wrote: ↑02 May 2019, 14:39
@Jorzi @MaNGusT: Could you review i-NoD's proposed extension to the PIE format (
PR 338)?
In a test phase. I want to incude shader that will support all the stuff.