   NormalMap
  Hi guys,Today I have tried to test a normalmap bump following this tutorialhttp://www.ozone3d.net/tutorials/bump_mapping.phpI have created a cube in opengl and multitextured with the textures in the tutorial... so I have used the shader copied on the webpage but the result is not the same... any idea?This is the code that manage the light:   float xx=0.0,yy=5.0,zz=-10.0;   GLfloat light_pos[] = { xx, yy, zz, 1.0};   glPushMatrix();   glLoadIdentity();   glLightfv(GL_LIGHT0, GL_POSITION, light_pos);   glPopMatrix();   
  A screenshot of your result would be nice to see and help in the diagnosis.   ;  Ok I will post a shoot soon but I can say that the result is like a simple texture mapping... -_-   ;  Here is the screenshoot:Shoot;  Did you enable the specular component of lighting?  If so, you need to increase its intensity.  Bump mapping is more obvious for specular surface and less obvious for dull surface.  (The image in the tutorial is having specular component.)By the way, if you are using dynamic bump mapping, you may increase the bump scale for dull surface simply.   ;  I have enabled now, the result is better, but to see a little bit bump I must set specular on material......how can I change bump value in shader?Other nice normal mapping with glsl tutorials?   ;  Well, if your are using a precomputed normal map, there is not much you can do during rendering.If you want to change the bump scale during rendering, you need to do the normal perturbation during rendering instead of before rendering.  The biggest problem here concerning implementation is that you need to have some useful vertex tangents initially.  3D studio max can prepare them.  So, you may want to begin with a 3D model came with vertex tangents.[Edited by - ma_hty on May 16, 2009 12:14:12 AM];  So I must use TBN system???Tangent, Binormal, Normal... I have read some pages but I have not understood how to use it and the implementation...I want to realize a good bump and now is very very unrealistc :(   