I’m trying to get my engine to use object space normal maps instead of tangent space normal maps (to improve speed on mobile devices). The problem I’m having is that I’m not sure how the normal information is encoded in the RGB channels of the object space normal map.
For tangent space this wasn’t an issue since the bitangents/tangents were in the mesh.
I know the basic transformation of
RGB * 2 - 1, but I think my axes don’t map correctly. So perhaps I just need to know the axes that is encoded.