I'm moving first steps with Irrlicht and I have some questions for you.
The most important is about a strange fact: I've studied some tutorials and copying the same instructions from them, but as you can see in these screenshots:


on the left you have only diffuse channel, while, on the right, you can see the normalmap applied.
The problem is when the normal map is on, using the same commands found in tutorial 11, I have the mesh in flat shading, if you know what I mean, every polygon is visible, instead I'd like to have a well smoothed shading, I read the manual, but there's no instruction like "EMT_NORMAL_MAP_SMOOTH".
So what's wrong with it or what should I do to render my knight with normal map right?
The second question is about how to create advanced material.
I want my knight with material with a diffuse, normal map and transparency: I've tried a lot of combination but with no success, ok, I give it a fast try, but it seems impossible to have a material with normal map and transparency (the diffuse texture has alpha channel for transparency).
Other than that, I should know if Irrlicht is able to manage specular map as well.
How can I have advanced shader like that? Is DirectX better than OpenLG or it's just a question of programming directly in GLSL or HLSLS to achieve what I want? Where can I find some useful tutorial/documentation?
Thanks in advance, I really need help.
Michael