Normals are inverted for me, if I whack a plane directly above a tile with the same setup (col, normal), the plane is right, but the terrain isn’t. It could just be my card :o
@3dDude - You know what, I’m even having a hard time producing good results using xnormal. I haven’t been able to produce a usable cone step map yet.
The algorithm for generating cone step maps is publicly available so it’s very possible I might be writing my own converter using Unity so it would work with mac and windows.
I got weird results with the stuff that came out of xnormal. Instead, I fed it a normal map with inverted height in the alpha (so the lowest points are white, highest black) which I found by googling cone-maps.
Also this may have been my problem, not at home right now (from 3.1 notes):
Graphics: fixed tangent vectors not bound correctly with GLSL shaders on some GPUs.