OpenGL uses a right-handed coordinate system(normalized device coordinates), that looks like the following:
OpenGL’s clip space extends from −1.0 to 1.0 in all three axes with the z-axis pointing out of the screen.
DirectX uses a left-handed coordinate system(normalized device coordinates), that looks like the following:
DirectX’s z-axis points into the screen, and the near plane is mapped to z=0.0 rather than z=−1.0.
Tangent Space(切线空间),顾名思义,切线空间法线是基于每个面的切线方向。切线空间下的法线贴图是最常见的法线贴图形式,大部分看起来都是浅蓝紫色的。其中,B通道表示法线方向的斜率;R通道表示左右切线方向的斜率;G通道表示切线方向向上或向下的斜率(OpenGl向上,DirectX向下)。