Original Post
Hi! I've got a strange problem... I'm working on a shader for a landscape and i'm getting problems with the lambert shading. see the following screenshots:
on the upper left you can see the normals of my mesh. On the right there is a rendered normalmap i wan't to use for my pixelshader. on the bottom you see the shading (the red dot is my pointlight). With the meshnormals, there is no problem. But when i'm using the normalmap instead of the meshnormals, the shading gets dark in the right bottom corner and bright in the upper right corner! i really don't know how this can be because the both normalmaps look for me the same (at least the green value for example is the same) - the normalmap is just more complex than the mesh normals... So - can anyone guess what could go wrong? for the shading i just take shading=dot(normalize(lightvector),normals); Thx!
on the upper left you can see the normals of my mesh. On the right there is a rendered normalmap i wan't to use for my pixelshader. on the bottom you see the shading (the red dot is my pointlight). With the meshnormals, there is no problem. But when i'm using the normalmap instead of the meshnormals, the shading gets dark in the right bottom corner and bright in the upper right corner! i really don't know how this can be because the both normalmaps look for me the same (at least the green value for example is the same) - the normalmap is just more complex than the mesh normals... So - can anyone guess what could go wrong? for the shading i just take shading=dot(normalize(lightvector),normals); Thx!
