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I have another question about models. An accurate tangent vector would be nice for satin-like materials, that have a specular reflection that extends in a certain direction based on fiber orientation. If MMD were updated to use such tangent vectors in the vertex shader, rotating them like it does for normals, you could have better results than what's possible with the texture-coordinate hack which always has sharp boundaries between faces.
So does the pmx format (like later versions of it or something) have any provision for providing a tangent vector? I know it can store 'extra data' for vertices, which AutoLuminous uses for colors, but what about tangents specifically?
Do other common model formats store tangent in addition to normal? As in, is this something that actually makes sense and MMD just doesn't do it because it's 14 years old and not under active development?