I’ve noticed that light direction is inverted on the Y axis when using normal map textures with the built-in shader.
My model is just a simple quad.
Here I used a normal map from the Wikipedia, but it happens with the most of the textures from external sources.
The normal maps that come with Panda3D bump-mapping sample work correctly, because they have their green channel inverted.
I understand that I can “fix” all the normal maps I’ve downloaded with Gimp: Colors->Decompose, invert green channel image, then Colors-> Compose.
But is there a faster method, something I can set in the code and don’t process all the normal maps manually?