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?
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