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Per LearnOpenGL (Normal Mapping), normals stored in a normal map are most commonly in which space?

AObject space (no transformation needed in shader)
BTangent space (texture stays geometry-independent)
CWorld space (rotated each draw call by world matrix)
DScreen space (after rasterization onto framebuffer)
Answer & Solution
Correct answer: B. Tangent space (texture stays geometry-independent)
LearnOpenGL Normal Mapping: normals encoded in tangent space (T, B, N basis); shader rotates by TBN to world space. Lets one map work on any mesh.
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