Every vertex of a 3D mesh has position and some optional values like texture coordinates, vertex color, and normal, but also tangent and bitangent vectors.
While the purposes of texture coords, vertex color, and normal are pretty clear, I'm not understanding what tangent and bitangent vectors should be good for.
I am not asking about the mathematical definition, as I know that tangent and bitangent are vectors orthogonal to the normal and to each other.
Also 3ds max has no tangent and bitangent so I am wondering how models with this values can be created? Also how to use this values in old OpenGL?