Let's get a bit more specific here. In my previous question I mentioned I have a mesh with flipped/misoriented UVs, as it was originally textured for an engine that didn't care about the orientation of UVs in respect to the normal map and UVs. Unfortunately my intended target cares very much about this, leading to sharp changes in shading across the mesh.
Since nobody could or was willing to abide my laziness in expecting someone to hand me the answer, I'm going to try breaking it down a bit.
So, if the UVs are resulting in improper shading, I figure the best course of action is to reduce the variables, and get the data necessary for comparison. So instead of the actual normal map, I'll start with a completely neutral one - therefore the computed normals should be no different than the face normals, correct?
Since, due to said UVs, the improperly oriented UV faces will result in computed normals being different than the face normals, I either need a way to access the normals that Blender calculated, or to learn the calculation myself.
So any help achieving this goal would be greatly appreciated.