Hi all!
I've got a problem with a tangent space bump mapping shader. After a lot of pseudo-debugging I noticed that the problem is in my vertex-shader. I different values for my light and my view vectors on ATI Catalyst 4.4 and NV ForceWare 57.10.
Here's my vertex shader source:
Thanks a lot for every help!Code :attribute vec3 a2v_Normal; attribute vec3 a2v_Tangent; attribute vec3 a2v_Binormal; attribute vec2 a2v_TexCoord; varying vec3 v2f_LightVec1; varying vec3 v2f_LightVec2; varying vec3 v2f_ViewVec; varying vec2 v2f_TexCoord; void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; mat3 TBN_Matrix; TBN_Matrix[0] = gl_NormalMatrix * a2v_Tangent; TBN_Matrix[1] = gl_NormalMatrix * a2v_Binormal; TBN_Matrix[2] = gl_NormalMatrix * a2v_Normal; Space vec4 Vertex_ModelView = gl_ModelViewMatrix * gl_Vertex; v2f_LightVec1 = (TBN_Matrix * vec3(gl_LightSource[0].position - Vertex_ModelView)); v2f_LightVec2 = (TBN_Matrix * vec3(gl_LightSource[1].position - Vertex_ModelView)); v2f_ViewVec = TBN_Matrix * vec3(-Vertex_ModelView); v2f_TexCoord = a2v_TexCoord; }



