Bump mapping

I am trying to implement bump mapping with mulitexturing and normals are taken from texture color values (normal texture) to the light equation. Now when I rotate my camera over the surface of that object I can see some specular highlights with the rotation of camera and I can see these highlights at different part when I rotate my camera. Is it correct implementation of bump mapping?

could you please attach normal map texture as well as screenshots from the 3d scene?