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.
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.
In a test phase. I want to incude shader that will support all the stuff.