I am experimenting with the bumpspec shader, and I have a little problem. The effect looks great when the object is between the eyepoint and the sun : http://imagebin.org/90814
but it looks reverted when the eye is between the sun and the object : http://imagebin.org/90815 ( in this case the spaces between ribs looks like bulges, when they should look like cavities ) What normal space should be used for the normal maps ? I used tangent space , baked from a high poly mesh to the lowpoly one that FG uses. It looks great under any angle inside blender, using 'nor' as a texture target. Is it really a normal map shading ? or something like bump map ? I'm not sure what I am doing wrong, or if it is an issue in the shader implementation. Thank you for looking into it ! Patrice Poly ------------------------------------------------------------------------------ Download Intel® Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel