I have suspect that there might be something wrong with my perpixel/normal map specular implementation .
Is it normal to not see any specular highlight on the floor when light is behind the camera (both directional and point) ?
I only saw specular on the floor when camera is facing the light.
The thing is I tr
You message was cut short, but if your normal map is too flat, it is possible. If your normal map is very dented though, it probably means there is a indeed problem with you implementation.
What about standard per pixel lighting (not using normal map/totally flat floor) ?
May be I should try to compare the result with fixed function but I already forgot most of the fixed function programming.
Actually I am implementing water surface (still only freshnel and specular) and can only get specular on the water surface when light is in front of the camera only.
When the light is behind the camera you don’t see the specular.
And when you are facing the light you can see the specular.
It looks ok to me…
Rosario, unless I am mistaken, somboon added a normalmap, so the perturbed normals may indeed reflect a light which is behind the camera, if the normal is bent enough.