Easy peasy bump mapping?

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

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

well… I will try to do that!

I’m always having difficulties knowing what is advanced and what is not…

/hObbE

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).