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View Full Version : Easy peasy bump mapping?



tobiaso
09-16-2002, 02:56 AM
I'm thinking of implementing bump mapping in my engine. What is the easiest way of doing this?

Dot3 seems "rather" easy but I have skinned animated meshes... how will this work?

I'm thinking on transforming the light vector into the space of each vertex. That is, I will end up with a vector of light positions (one for each bone matrix) that I can use when calculating the color of each vertex using tangent space. Will this work or do I need to transform the tangent space vectors in some way?

regards

hObbE

Robbo
09-17-2002, 02:38 AM
Although you are a beginning bump-mapper - bump mapping is still considered an `advanced' topic! Post this on the advanced forum and you'll get many replies http://www.opengl.org/discussion_boards/ubb/wink.gif

tobiaso
09-17-2002, 02:43 AM
well... I will try to do that!

I'm always having difficulties knowing what is advanced and what is not...

http://www.opengl.org/discussion_boards/ubb/smile.gif

/hObbE

Syslock
09-17-2002, 09:03 AM
Bump mapping is rapidly evolving, so you have to be specific on what
kind of bump mapping you want.

I found this to be an awesome article on the advancement of bump mapping: http://www.tweak3d.net/articles/bumpmapping

There's like 4 or more different types of bump mapping, the simplest
to the advanced, software to hardware, worst quality to best quality:

- Pre-calculated bump mapping
- Emboss bump mapping
- Environment Mapped Bump Mapping (EMBM)
- Dot3 bump mapping

Dot3 is at the top (best), while emboss is at the bottom (worst).