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Bumpmapping

Started by February 10, 2003 05:07 AM
6 comments, last by Dtag 22 years ago
Hi Is it possible to do apply bumpmapping to a about 90 % of the textures of a level like q3dm1 with an acceptable performance? Thanks alot
You must both:

- Not do it in realtime (except maybe a few polys), unless you do it really well.
- Use good visibility culling.


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Hmmm what do you mean with realtime in this case? doesnt bumpmapping HAVE to be calculated in realtime? ( Except for the normal maps i mean... )

[edited by - Dtag on February 10, 2003 11:20:22 AM]
I think he means that you might use lightmaps when possible since it''s by far less gpu and cpu-intensive than realtime bumpmapping.
Iam already using lightmaps for the main lightning but you cant do every tiny shadow with a lightmap. And a lightmap also doesnt look as 3 dimensional as a bumpmap
With dot3 bumpmapping you can get bumpmaps for almost all hardware with decent performance, but you can hardly get better than diffuse lighting. With register combiners or fragment shaders you can get better effects but are harder to use and vendor-specific. With fragment programs you can get highly realistic bumpmapping but requires a very good hardware (Radeon9700 or "higher").
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Is a level like Q3dm1 with PVS, Frustum culling and 90 % of the textures Dot3 bumped playable on a GF3 for example? ( @ 1024 )
I just dont want to spend my time coding a bump mapping handler and in the end I noone can use it because the performance sucks
For Q3dm1 with GF3, definately yes (assuming you have a decent CPU, say at least PIII 600MHz). With 4 texture units with 8 register combiners and vertex programs, you can do alot of things. Though, I''d recommend to stick to one light.
I mean, bump mapping does not like a high light count. each light uses at least two texture units, so it''s a good idea to keep the light count as low as possible.

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