tangent and binormal problem [solved]

I’m using the collada exporter from visual software. I’m exporting the tangent and binormal but I’ve a problem. In one point of the 3D model the texture is mirrored. In that point the tangent and binormal are inverted.
What’s the algorithm to fix this problem.
There are any other things to fix when I use collada in DirectX (I’ve already fixed texture coordinate issue)

Thank you


I compute the hand verse and invertex binormal