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Normal Mapping Cube map technic!

Started by golgoth Nov 10, 2004 at 1:33 PM 4 replies 650+ views
Original Post
golgoth
golgoth
Hi all! i m currently using the cube map technique to render normal mapping... is there a other way to achive normal mapping witout a cube map? Thx
stein
stein
You can do normal-mapping with normal texturing and register-combiners (asuming you're using opengl)... Or am I getting you all wrong?
| Stein Nygård - http://steinware.dk |
golgoth
golgoth
Yes i m using opengl... but the thing is... the cube map always using glActiveTextureARB(GL_TEXTURE1_ARB); so for mutitexturing we need to do a second pass... i read that the cube map gives a better detailed normal mapping... so does it worth the second pass?

THX
stein
stein
Quote:
Original post by golgoth
so does it worth the second pass?


I wouldn't say so, since a whole pass will take up alot of extra rendering-time...
But, try both and see what fits your needs best :)
| Stein Nygård - http://steinware.dk |
mrbastard
mrbastard
OK, I haven't implemented normal maps so feel free to ignore me.

I'm guessing you're using the cube map just for normalisation, yes? If so, you could do it in a shader instead - maybe slower, but frees up that tex unit for you.

Is it worth normalising? Up to you - what does it look like?
[size="1"]
golgoth
golgoth
It looks pretty good but takes a lot of cpu time... since i cant compare with none cube map method its hard to tell if it worth it or not... but it sure looks good! i ll work on one pass method and i ll post my results... upfully soon! it s quite a headheck... :)

THX

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