Normal Mapping result different between preview and render windows


Sorry if this is a dumb question; but I’m trying to learn normal mapping in blender internal. Problem is, the output from the 3D preview window using GLSL is quite different from the final render and this makes it very hard to predict how the final image is going to look like.

For the screen cap below, I loaded a PNG with transparency (by importing an Image as a Plane) and I just clicked on “Normal Mapping” on the right. I know I have to use a normal map; but the problem is the same, so I figured that step was unnecessary. My guess is that I have to enable the final render to use GLSL; but I don’t know how to do that.

I would appreciate any suggestions, thanks.


It could be the fact that the render takes into account an effect that is not supported by the viewport GLSL code (like proper area lamps).

Hmmm, thanks for the suggestion; but in this case, it was a point lamp. I tried each lamp type and it doesn’t fix the problem.

I also tried all specular models (Phong, CookTorr, etc), they don’t fix the problem either.