normal mapping

Does anyone know a link to a simple tutorial with normal mapping - ex. a plane with 2 textures: one with data to show and one with the normals
AND WITHOUT CG, just OGL shading…

Didn’t search for a link, but it’s really not that hard.

chapter 9 of the Orange Book (OpenGL shading language) describes how to implement a vertex and fragment shader that emulate the FFP (fixed functionality pipeline).

Offload the light calculations to your fragment shader - declare and define the varying vec3 ‘normal’ in your vertex shader.

all you have to do now is supply the fragment shader with a normal map and modify the passed in interpolated normal by the value in the normal map texture lookup.

all of your FFP code will take care of the rest.

http://www.ati.com/developer/sdk/RADEONSDK/Html/Samples/OpenGL/RADEONSimpleDOT3.html

For CrazyButcher: the example is interesting, but I think I wasn’t clear: I want normal mapping using OGL shading language.

http://download.nvidia.com/developer/SDK/Individual_Samples/DEMOS/OpenGL/bump_mapping .zip