Hi again 
I’ve made a little lwjgl application which use Dot3 bump mapping (3 extensions needed : EXTTextureEnvCombine, EXTTextureEnvDot3, ARBMultitexture) but I’ve got a little problem.
The bump mappig process works, but textures colors are very strange…
Hum I think the best way is to show you some screenshots :
http://hourdel.chez.tiscali.fr/private/snap006.jpg
http://hourdel.chez.tiscali.fr/private/snap007.jpg
Ok so as you can see, the bump mapping works except on the strange color problem…
Here is my rendering code :
private final void render()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glTranslatef(0.0f,0.0f,-5.0f);
glRotatef(rotY, 0.0f, 1.0f, 0.0f);
glActiveTextureARB(GL_TEXTURE0_ARB);
glBindTexture(GL_TEXTURE_2D, texture2.id);
glEnable(GL_TEXTURE_2D);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_DOT3_RGB_EXT);
glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_PRIMARY_COLOR_EXT);
glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND0_RGB_EXT, GL_SRC_COLOR);
glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_TEXTURE);
glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND1_RGB_EXT, GL_SRC_COLOR);
glActiveTextureARB(GL_TEXTURE1_ARB);
glBindTexture(GL_TEXTURE_2D, texture.id);
glEnable(GL_TEXTURE_2D);
glBegin(GL_QUADS);
glNormal3f( 0.0f, 0.0f, 1.0f);
glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.0f, 0.0f); glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 0.0f);
glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 1.0f, 0.0f); glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 0.0f);
glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 1.0f, 1.0f); glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 0.0f, 0.0f); glVertex3f( 1.0f, 1.0f, 0.0f);
glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.0f, 1.0f); glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 0.0f, 0.0f); glVertex3f(-1.0f, 1.0f, 0.0f);
glEnd();
glActiveTextureARB(GL_TEXTURE1_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glDisable(GL_TEXTURE_2D);
glActiveTextureARB(GL_TEXTURE0_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glDisable(GL_TEXTURE_2D);
}
Edit: “texture” is the base texture and “texture2” is the bump map.
Can someone help me ? If you want more coding part, simply ask but I think the bug is in this part…
Thanks in advance 
Chman