I thought I had solved this problem already, but no… I’m trying to implement bump mapping on a model, but look at the result: http://pwp.netcabo.pt/0233155401/sc01.jpg
the man is kinda black, and the bump mapping isn’t very believable…
It may or may not be correct, off had I’d say your tangent space basis may screwed up w.r.t. your color triplets or the light source is inside the model. You gotta make sure your normal triplets in the image are compatible with the coordinate frame used for transform [normal, tangent & binormal] & your derivitives of s & t on the model, it’s all gotta be on the same page. On the whole though it looks like a lot of it is at least partly correct.
Well, i already wrote you something on flipcode about it, but here is another guess:
Maybe you forgot to clamp the tangent/binormal to [0,1] range? If you don´t do it, it sometimes looks ok, if the normals point in the right direction, but if they point in a slightly different direction, the result gets messy (especially on complex objects like models).