The problem with tangent normal maps and UV rotations continues blowing my mind...
It affects the shading, specially specular shading, even with a completely flat tangent map.
So, if I create a one color image file (RGB 127,127,255 which is the default tangent if I'm correct) and apply it as tangent normal map to a surface, it looks exactly the same as expected.
OK.
But then, if I rotate a face, it changes the shading, and as far as I understand this thing, it shouldn't because the tangent of the normal map is not pointting to anywhere (weel, just plain Y axis), see this screengrabs:
Can anybody confirm this and how the hell fix it?