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dot3 bump mapping
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I am having trouble finding any decent tutorials on this topic via google, and specifically how it is implemented via open gl? For example, I think the next big step in my terrain is to dot3 it. It really consists of a grid of heightmapped tiles. I am wondering what I would do to dot3 it. Would it involve taking the sun position into account and the plane of the tile to calculating the vector of the rays bouncing off each tile? Also, does there exist a fast and good looking method that will work pretty much on all recent cards, including ATI and Nvidia?
Have you take a look in the NeHe's article part ? There is a good tutorial for implementing Dot3 independant from hardware (it will run under ATI/nVidia/Matrox without any problemes...
Chman
Chman
Quote:
Original post by Chman_a11w
Have you take a look in the NeHe's article part ? There is a good tutorial for implementing Dot3 independant from hardware (it will run under ATI/nVidia/Matrox without any problemes...
Chman
The one on NeHe's site is emboss bumpmapping, not dot3.
Theres a tutorial on paulsprojects.net, nutty.org, and also some code on Delphi3D (although its in Delphi, its not too hard to convert over to C/C++)
If all the light comes from the sun,then why don't you just use lightmapping,and calculate the lightmaps so that they take into account bumpmapping?It's not realtime(but if the light direction is constant,you don't need it),and it does not support specular lighting,but it's fast and it will run in any card.
However, with a lightmap you can use any light model you like. ( hence GI ). For a terrain, the lighting doesn't have to be amazingly accurate anyway, just the low frequency data will produce good results.
Everyone has a card that supports Dot3 bumpmapping today. It's been supported since the old GeForce 256, and noone who'll use whatever you're making has an older card than that.
I remember having a terrible time trying to find any decent dot3 bump mapping tutorials. After much searching, I came across this page: Paul's Projects. Here's the link for the bump mapping tutorial: Dot3 bump mapping tutorial. His OpenGL tutorials, are all simple, easy to follow, and include source code. I learned how to impliment dot3 bump mapping by using his tutorial. He has a few other interesting tutorials, and I urge all of you to check his page out if you haven't yet. Anyway, I hope that helps. Good luck!
If you really want to learn it properly, read Mark Kilgards "A Practical and Robust BumpMapping Technique for Todays GPU's", as can be found on the nVidia developers site. It explains the mathematics behind bumpmapping thoroughly and in an easy to understand manner. Probably the best article to understand the basics.
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