Original Post
I tired to implement the normal mapping from the example in the DirectX sdk using the same shader and the same texture from the example on a different mesh.
It doesnt look the same when I render it however.
http://imageshack.us/f/827/directxprogram201108131.png/
Although there is a specular highlight and a shadow it doesnt look anything like the example.
Also when I try to do parallax offset mapping from the same example it looks exactly the same accept the texture scrolls across the surface when you move the camera.
Has anyone else had anything like this happen before?
I'm generating the tangent/bitangent in the same way as the example does and my normals are stored in the .x file. I cant think what else could cause this to happen.
It doesnt look the same when I render it however.
http://imageshack.us/f/827/directxprogram201108131.png/
Although there is a specular highlight and a shadow it doesnt look anything like the example.
Also when I try to do parallax offset mapping from the same example it looks exactly the same accept the texture scrolls across the surface when you move the camera.
Has anyone else had anything like this happen before?
I'm generating the tangent/bitangent in the same way as the example does and my normals are stored in the .x file. I cant think what else could cause this to happen.