Setting normal map influence below 0.5 screws up color in 3D veiw and BGE. Bug?

So I was recently applying a normal map to an object’s material( I already had a standard color texture applied). I made sure to check the “normal map” option in the image sampling panel so that Blender would properly interpret the image as an RGB normal map- not a height map.

Anyway, I set the texture to influence the material’s normal, and played with the normal strength to get the right look. I found some really strange bugs. A normal strength of 0.5 to 1 works as expected. A normal strength of greater than 1 looks exactly like a strength of 1. A normal strength of less then 0.5 will screw up the colors of the object, but only in the 3D view and game engine. In render view it works fine.

Here’s a picture to show what I mean. The screenshot on the left shows the material with a normal strength of 0.5. The one on the right shows a normal strength of 0.49(less than 0.5, thus, the problem occurs). Notice how the color texture seems to have no effect in that one.


Do you think I should file a bug report? Or is it my computer that’s not working right?

EDIT: I also get this error in the console:

(1893) fatal error C9999: max of differing types
GPUShader: linking error:
Fragment info

it sure looks like a bug to me.