What I am trying to do is using maya's surface sampler to generate normal map from a high resolutional mesh and a low resolutional on, and use it in Ogre3D. Currently the object space normal map is all right, but the tanget space normal map is strange. I searched the forum, and I use the buildTangentVectors() for my model. I am thinking that the problem could be the ways of computing tangents in maya and Ogre3D are different. I also tried melody, which is also the same. I realize in melody there is an option specifying to build the tangets compatible with unreal engine. So there is a compatible problem between the generator and the runtime engine, right? some please clarify this for me.
I also tried to convert object space map to tangent space map. Didn't work well neighter.