BUMP MAPPING
by Dean Rymer · in Technical Issues · 04/04/2001 (4:18 pm) · 2 replies
I assume this is pretty much the same as the vertex/pixel shader response given in another thread. But, I'll ask anyway. How difficult is it to implement bump mapping, dot 3 or otherwise, into the V12 engine? Nvidia has some great resources and source code on their site, how relevent would these be to the V12 engine? Thanks!
#2
On Geforce hardware you can use the register combiners to do bump-mapping (and specular highlights, attenuation etc.).
On the ATI Radeon you'll need to use the ATIX_TEXTURE_ENV_DOT3 extension.
In any case you'll need to know about things like normal maps, tangent space etc. so I would reccommend reading some of the articles on NVIDIA's site.
04/05/2001 (12:27 pm)
You can use shaders, but the only card that supports this is the GeForce 3.On Geforce hardware you can use the register combiners to do bump-mapping (and specular highlights, attenuation etc.).
On the ATI Radeon you'll need to use the ATIX_TEXTURE_ENV_DOT3 extension.
In any case you'll need to know about things like normal maps, tangent space etc. so I would reccommend reading some of the articles on NVIDIA's site.
Torque 3D Owner Brian Smith
Just tack on another texture stage to do DOT3. If the engine doesn't have a notion of this, adding it would be a piece of cake.