Oh boy...this feature is oooold. I can't remember when i used this myself the last time, so i had to look it up too...The most important thing to know is, that this kind of bump mapping works only in the software renderer and some preconditions have to be met for this to work. But if they are met, you can't use the same scene in the OpenGL renderers, so if you are planning to use this for objects that might be rendered using hardware too, it won't work.
Anyway...this kind of bump mapping isn't "real" bump mapping. It's a fake effect created by a pertubed environment map. For this to work, you need a base map (which is bascially what you have on the left), a bump map (which should be what you have on the right, but that's a normal map...the software renderer needs something else...i'll come to this later) and an environment map (something like
http://www.pauldebevec.com/Probes/kitchen_probe.jpg). At least the environment and the bump map should be 256*256 pixels in size...i'm not sure about the base map ATM. You can set all three with Object3D.setAllTextures(<String>, <String>, <String>);
Now about the actual bump map: The software renderer only uses G and B of an RGB picture for creating the effect. G pertubs up/down, B left/right, 128 is normal. What i usually did is this: Take a normal map (maybe apply a soften filter to it) or emboss the normal texture map and convert it into a grayscale image. Tweak the brightness so that flat parts have a color value of 128/128/128 and use that as a bump map. It's complete nonsense, but might look fine.
This is an example from over 10 years ago:
http://www.flipcode.com/archives/04-09-2001.shtml