I've played with the makeNormalMapTexture values and the MaterialTypeParam, also the saturation values of the depth image.
When it renders it has almost stripes through it. The textures are both 128x128. I have a video card that supports EMT_PARALLAX_MAP_SOLID in the example.

Code: Select all
((scene::ISkinnedMesh*)mesh)->convertMeshToTangents();
video::ITexture* NormalMap = driver->getTexture("art/box-bump.bmp");
if (NormalMap)
{
driver->makeNormalMapTexture(NormalMap, 9.0f);
mesh->setMaterialTexture(0, driver->getTexture("art/box.bmp"));
mesh->setMaterialTexture(1, NormalMap);
mesh->setMaterialType(video::EMT_PARALLAX_MAP_SOLID);
mesh->getMaterial(0).MaterialTypeParam = 0.035f;
} I can't figure out why it would do this. I've rewritten my code many times (including addAnimatedMeshSceneNode with SAnimatedMesh from a createMeshWithTangents)
Anyone else seen this before?