Original Post
Hey guys, here's an (hopefully) easy one for ya.
I'm experimenting with bumpmapping for my Direct3D quad engine (it's a 2D engine using D3D primitives), and you can see that I've got it 'sort of' working... The thing is, I can't find a whole lot of resources and tutorials for 2D bumpmapping. My problem is what you see in the screenshot... If you look at it, it's pretty easy to tell there's four bumpmap-textured primitives by the defined light gradiant between them. But what I want is a single, smoothly-lit green square with eight 'pyramids' on it. I found a way to do simple bumpmapping by applying my light info to the whole primitive, but I can't figure out how to get rid of the light gradiant 'seam' between the quads. How do I make the lighting happen 'seamlessly' across multiple quads? I dunno how to explain how I've gotten this far without cluttering up this post with a ton of code, so here's my experimental source code so you can compile it and see it in action. It's a VisualC++.net project that was coded using the October version of the DirectX9c SDK. Bumpmap CPP Project (240k) Thanks in advance for the help!
I'm experimenting with bumpmapping for my Direct3D quad engine (it's a 2D engine using D3D primitives), and you can see that I've got it 'sort of' working... The thing is, I can't find a whole lot of resources and tutorials for 2D bumpmapping. My problem is what you see in the screenshot... If you look at it, it's pretty easy to tell there's four bumpmap-textured primitives by the defined light gradiant between them. But what I want is a single, smoothly-lit green square with eight 'pyramids' on it. I found a way to do simple bumpmapping by applying my light info to the whole primitive, but I can't figure out how to get rid of the light gradiant 'seam' between the quads. How do I make the lighting happen 'seamlessly' across multiple quads? I dunno how to explain how I've gotten this far without cluttering up this post with a ton of code, so here's my experimental source code so you can compile it and see it in action. It's a VisualC++.net project that was coded using the October version of the DirectX9c SDK. Bumpmap CPP Project (240k) Thanks in advance for the help!