Do I use DirectX or OpenGL normal maps on SurfaceAppearances?

Rendering APIs behave differently when handling normal maps. OpenGL’s holes are going to be bumps in DirectX. Roblox has many rendering APIs and I’m stuck on which one I should consider/prioritize when using normal maps. How does roblox handle them? Should I even worry about this?


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Keep it in automatic. There’s no point in switching graphics modes. Personally, I don’t find a difference between each and I’m certain that Roblox would automatically invert the normals for one mode to keep consistency.