First off here is an example of how far I have come:

http://i.stack.imgur.com/IFAo4.jpg

I am not quite sure if this is what im looking to accomplish with this normal map:

http://i.stack.imgur.com/moQvf.jpg

I dont know..shouldn't this look more 3Dish? Maybe I have just an false understanding of the usage of a normal map, but in my mindset a normal map is used to make a model more detailed by adding shadows based on the normal map, so its looks more 3D ish.

Here is a screenshot without using the normal map:

i.stack.imgur.com/eJ8OZ.jpg

And here is my shading code:

Vertex Shader:

T3dVertexPSIn MeshVS(T3dVertexVSIn Input) { T3dVertexPSIn output = (T3dVertexPSIn) 0; float4 tempVar; output.Pos = mul(float4(Input.Pos.xyz, 1).xyzw, g_WorldViewProjection); output.Tex = Input.Tex; tempVar = mul(float4(Input.Pos.xyz, 1).xyzw, g_WorldView); output.PosView = tempVar.xyz; tempVar = mul(float4(Input.Nor.xyz, 0).xyzw, g_WorldViewNormals); output.NorView = tempVar.xyz; output.NorView = normalize(output.NorView); tempVar = mul(float4(Input.Tan.xyz, 0).xyzw, g_WorldViewNormals); output.TanView = tempVar.xyz; output.TanView = normalize(output.TanView); return output; }

Pixel Shader:

float4 MeshPS(T3dVertexPSIn Input) : SV_Target0 { float4 output = (float4)0; //output color float3 N = normalize(Input.NorView); float3 T = Input.TanView; T = normalize(T - N * dot(N,T)); float3 B = cross(T,N); column_major float3x3 mTBN= {T, B, N}; float4 matDiffuse = g_Diffuse.Sample(samAnisotropic, Input.Tex); float4 matSpecular = g_Specular.Sample(samAnisotropic, Input.Tex); float4 matGlow = g_Glow.Sample(samAnisotropic, Input.Tex); float4 colLight = float4(1,1,1,1); float4 colLightAmbient = float4(1,1,1,1); float3 n = mul(g_Normal.Sample(samAnisotropic, Input.Tex).rgb * 2.0 - 1.0, mTBN); //float3 n = mul(float3x3(T,B,N), nT); //float3 n = normalize(Input.NorView); float4 I = g_LightDirView; float3 r = reflect(-I.xyz, n); float3 v = normalize(-Input.PosView); float cd = 0.5f, cs = 0.3f, ca = 0.1f, cg = 0.3f; output = cd*matDiffuse*saturate(dot(n,I.xyz))*colLight +cs*matSpecular*pow(saturate(dot(r.xyz,v)),10)*colLight +ca*matDiffuse*colLightAmbient +cg*matGlow; return output; }

I also have the feeling that the lightning is changing direction when im using the normal map.but I am not sure.

Maybe someone can explain this matter to me a little bit.

Thanks in advance for any help!