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View Full Version : How to derive "texture space" for normal maps?



MelvinEng
02-28-2002, 05:11 PM
Hi folks,

Would really appreciate some help on deriving the "texture space" for each vertex for use with normal maps.
I've read a nVidia document(http://developer.nvidia.com/docs/IO/1364/ATT/Texture_Space_Bump_Mapping.pdf) that purportedly explains how to do this. Unfortunately, the details are simply too skimpy to be of real use...I was lost on page 10 where the description was just too brief and cryptic. (for starters, what was the 3 plane equations all about?)
Anyone care to shed some light on what the nVidia document was trying to say?

Million thanks!

Gorg
02-28-2002, 06:04 PM
I wrote this little document for that.

Disclaimer http://www.opengl.org/discussion_boards/ubb/smile.gif
I do not mean it is correct.
I do not mean it is clear.
I just hope it will help.
http://members.rogers.com/deseric/tangentspace.htm

MelvinEng
02-28-2002, 07:07 PM
Thanks, I'll give it a read. Definitely more detailed than that nVidia doc. ;-)

rIO
03-01-2002, 12:26 AM
That document it's really well written IMHO.

Good work!


rIO.sK http://www.spinningkids.org/rio

Gorg
03-01-2002, 06:52 AM
Originally posted by rIO:
That document it's really well written IMHO.

Good work!


rIO.sK http://www.spinningkids.org/rio

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