Based on a problem addressed & ignored at this thread.
After several weeks of headaches with blender’s normal map shader, I found out about the game engine’s use of GLSL materials and decided to render a ghost off of halo 2. To my surprise, not only did it run at full quality at an even 60 fps, the normal maps displayed correctly at each face.
Why is blender’s game engine utilizing normal maps better than the rendering engine? Will the game engine’s utilization of normal maps be incorporated into the rendering engine?