Problem with DOT3 bump mapping implementation

I wrote a program to implement DOT3 bump mapping. It uses a normalization cubic map and a bump map. The program works flawlessly on my desktop with NVidia Geforce Ti 4200. However on my Sager laptop with ATI mobolity Radeon 9000, although I can see the bumps, the diffuse lighting effects are incorrect. I am currently using Omega 5.1 driver on my laptop. I suspect it has something to do with how ATI card handles cubic maps. Here is part of my code to generate normalization cube maps:

  
GLuint create_normalization_cube_map(int size)
{
	GLuint tex_cube_map;
	GLfloat *image_buffer;
	int buffer_size;
	GLenum target[6]={
		GL_TEXTURE_CUBE_MAP_POSITIVE_X,
		GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
		GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
		GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
		GL_TEXTURE_CUBE_MAP_POSITIVE_Z,
		GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
	};
	int i, j, k, counter;

	// Create temporary image buffer
	buffer_size=4*size*size;
	image_buffer=new GLfloat [buffer_size];
	for (i=0; i<buffer_size; ++i)
	{
		if (i%4==3) image_buffer[i]=1.0;
		else image_buffer[i]=0.0;
	}

	// Generate texture object and set texture parameters
	glGenTextures(1, &tex_cube_map);
	glBindTexture(GL_TEXTURE_CUBE_MAP, tex_cube_map);

	glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
	glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
	glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);

	glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);

	glPixelStorei(GL_UNPACK_ALIGNMENT, 1);

	// Create each of the six faces of the cube map
	for (i=0; i<6; ++i)
	{
		float s, t, r[3];
		// s, t: texture coordinates
		// r[3]: normalized direction vector
		counter=0;
		for (j=0; j<size; ++j)
		{
			t=(float)j/(float)size;
			t=2.0*t-1.0;

			for (k=0; k<size; ++k)
			{
				s=(float)k/(float)size;
				s=2.0*s-1.0;

				// Obtain direction vector
				switch (i)
				{
				case 0://+x
					r[0]=1.0; r[1]=-t; r[2]=-s;break;
				case 1://-x
					r[0]=-1.0; r[1]=-t; r[2]=s;break;
				case 2://+y
					r[0]=s; r[1]=1.0; r[2]=t;break;
				case 3://-y
					r[0]=s; r[1]=-1.0; r[2]=-t;break;
				case 4://+z
					r[0]=s; r[1]=-t; r[2]=1.0;break;
				case 5://-z
					r[0]=-s; r[1]=-t; r[2]=-1.0;break;
				}
				
				// Normalize direction vector and store it 
				// as color values in cube map texture
				float ftmp=sqrt(r[0]*r[0]+r[1]*r[1]+r[2]*r[2]);
				ftmp=1.0/ftmp;
				for (int kk=0; kk<3; ++kk)
				{
					r[kk]*=ftmp;
					r[kk]=0.5*(r[kk]+1.0);
					image_buffer[counter+kk]=r[kk];
				}

				counter+=4;
			}
		}

		// Specify one face of the cube map texture 
		glTexImage2D(target[i], 0, GL_RGBA, size, size, 0, 
			GL_RGBA, GL_FLOAT, image_buffer);
	}

	delete [] image_buffer;

	return tex_cube_map;
}

Any help would be appreciated.