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Normal Mapping Code

Started by June 20, 2004 02:00 PM
43 comments, last by cippyboy 20 years, 5 months ago
I know there was a previous post with the same topic but I`m actually talking about the real normal mapping and so far I could only find the tutorial from the 3dkingdoms... wich I folowed up and... it didn`t work(well not completely), and I can`t seem to find out why... Normal Maps generation programs are not that hard to find but... Normal Mapping code seems unexistent, so if someone knows a good link to some source code or demo/whatever I`d really apreciate it. PS:I can provide the code I curently use if you want to take a look at it, I`d do anything for this stuff to work. Thanks in advance ;)

Relative Games - My apps

The nvidia developers centre has a load of articles to do with normal mapping, I suggest you look there.
If at first you don't succeed, redefine success.
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[python_regious] I partially agree with you, but... I think that most of the stuff there has something to do with bumpmapping and less with normalmapping although some say it`s the same thing, I say it`s not. I`m gonna re-look in there for a while...

Relative Games - My apps

If you find some Practical way to implement Normal Mapping be sure to tell us
So whats the difference between per-pixel lighting using normalmaps, and normalmapping?
If at first you don't succeed, redefine success.
[python_regious] Normal Mapping is per-pixel-lighting, actually the place where I wanna get is to have a lowres model with a normal map showing the detail of the highres model.
Well... this is a new morning so I think I`m gonna crack my head of all the walls I can find until I get something ;)

Relative Games - My apps

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Correct me if im wrong, you use normal mapping to create a bump map, IE perpixel lighting...

So those articles may be of use.
Yes I do want per-pixel-lighting and I "try" to use Normal Mapping for some time now, it`s not working !!! at least not for me... bumpmapping goes in the same folder, I don`t get the tangent space stuff.

I just trembled upon tangent space computations and... I`m twisted in about 20 functions and a heck load of code just to compute the tangent and binormal :), does anyone have a better solution/option ?

If I have any results I`ll post :)

Relative Games - My apps

You might want to first try to code just per-pixel lighting (no bumpmapping). And here is a paper to get you started.

You really should study a bit how the math behind all this works before you start implementing this. Then try to implement it with most powerfull extensions first (GLSL/ARB_VP&FP). After that works, work down on low-level extensions, becouse you have to take some "shortcuts" to get it working.

And personaly I don't see much difference between bumpmap and normalmap. I think of them as 2 terms for almost same thing.

ps: here is another good thing to read about PPL.
You should never let your fears become the boundaries of your dreams.
Pointing out some wording issues here.
Normal mapping is the mapping of a normal perturbation map or a direct normal map onto a 3D model.
Per-pixel lighting with normal maps is a generic lighting technique which uses normal mapping.
DOT3 bump-mapping a dedicated lighting technique based on per-pixel lighting with normal maps, which computes lighting contribution thanks to 3-components vector dot products.

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