I’ve got tangent space bumpmapping working, thanks primarily to Paul’s excellent tutorial, as well as numerous other tutorials and examples.
http://www.paulsprojects.net/tutorials/simplebump/simplebump.html
I’ve got a question about the normalization cubemap. Most examples I’ve seen use a cube map with dimensions of 32. I’ve used Mark Kilgards “A Practical and Robust Bump-mapping Technique for Today’s GPUs” document to create the normalization cube map, and have experimented with various sizes of cube maps.
I’ve seen that when values below 32 (16 and 8) are used, artifacts are visible on the surface, however no discernable visual difference is apparent with cubemap sizes above 32 (64 and 128). So I’m guessing that the examples I’ve seen use 32 for the size, as that consumes the minimal texture memory with good visual results.
Is that about right, or am I missing some critical detail?
[This message has been edited by yakuza (edited 02-29-2004).]