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I need to make normal maps for a DirectX application and DirectX needs normal maps with y-inverted, so I chose in FilterForge options "DirectX style (positive Y)" and exported my normals, but in my application the normal maps were wrong and after some tests with other applications I came to the conclusion that FilterForge "DirectX style" equals default openGL normal maps and the other way around.

This means if you need normal maps for a DirectX applications you need to chose "OpenGL style" in FilterForge, this is a little confusing, since I cannot really believe a popular program like FilterForge has the wrong settings.

So to make it clear:
-A default normal map that other applications create, with no inverting checked equals a "DirectX style" normal map in FilterForge and
-a normal map with Y-inverted, like you need for DirectX equals an "OpenGL style" normal map in FilterForge.
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