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Bumpmapping (Tutorial #22) question

Started by October 29, 2002 12:44 PM
0 comments, last by psykofunk 22 years, 4 months ago
So everything in this tutorial makes sense but I''m having trouble adapting one thing to my needs. In this chunk of doMesh2TexelUnits : // Front Face n[0]=0.0f; n[1]=0.0f; n[2]=1.0f; s[0]=1.0f; s[1]=0.0f; s[2]=0.0f; t[0]=0.0f; t[1]=1.0f; t[2]=0.0f; for (i=0; i<4; i++) { c[0]=data[5*i+2]; c[1]=data[5*i+3]; c[2]=data[5*i+4]; SetUpBumps(n,c,l,s,t); glMultiTexCoord2fARB(GL_TEXTURE0_ARB,data[5*i], data[5*i+1]); glMultiTexCoord2fARB(GL_TEXTURE1_ARB,data[5*i]+c[0], data[5*i+1]+c[1]); glVertex3f(data[5*i+2], data[5*i+3], data[5*i+4]); } s and t are assigned based on the assumption that the object is a axis aligned cube. How should I get s and t for some random triangle out in space?
Vectors n, s and t form TBN matrix. You can find some info how to calculate it on www.opengl.org forums. Basicly s and t follow texture coordinats of your texture mapping.

You should never let your fears become the boundaries of your dreams.
You should never let your fears become the boundaries of your dreams.

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