Thanks for the prompt response farshizzo, again, it's great to know it's possible
. While your shader works well with the provided osg, I am having a bit of difficulty using it with my model. Normal maps were created in Max (baked from high poly model) using texture channel 2. Trouble is I get -
## WARNING: Could not generate tangent/binormal data for geometry 'orig_orig_orig_blue',
where orig_orig_blue is a material created by max when it baked the normal map. What is the best work flow in your opinion, I notice that only the diffuse map is loaded with the ball.osg, is that how it needs to be done?
Thanks in advance,