[_DarkWIng_] Thanks for the documents but... I think I already past trough them... most of time I can`t understand crap :) and It`s not like I`m doing the calculations but anyway...
After cracking a few skulls and leaving blood stains on all the walls I could find, I realised that my normal mapping code is actually doing Bump Mapping... and It`s not using a normalization cubemap... anyway here`s 2 pics->
//trying that per-pixel-lighting...not working
http://www.geocities.com/cippyboy_7/ppl.jpg
//I used a quad instead with an interesting normal map
http://www.geocities.com/cippyboy_7/bump.JPG
Edit: there`s a difference betwen lowercase and uppercase on yahoo...
Normal Mapping Code
Quote: Original post by cippyboy
I think I already past trough them... most of time I can`t understand crap :)
Post some of the stuff you don't understand and we'll try to explain it a bit better. And just a quick question: do you know how per-vertex lighting works?
You should never let your fears become the boundaries of your dreams.
could you host the source textures too (decal, heightmap and/or normal map) ? I'm not really sure what kind of bumps should be rendered here.
[_DarkWIng_] Uh... I think I understood per-vertex lighting, I may be wrong but I think It has a lot to do with interpolating the color values it gets by doing something with the normals, I don`t think I can explain how I think of it but anyway per-pixel-lighing should work with per-pixel-normals right ? I have a normal map so... where`s the problem ?
[vincoof] that "something I managed to get there" uses these maps ->
http://www.geocities.com/cippyboy_7/diffuse.jpg
http://www.geocities.com/cippyboy_7/normalmap.jpg
(with the DOT3 combining stuff, no NVidia registers)
I made several tests with it and... The thing could be really cool but... the lighting is so powerless, It`s very darkened and light is coming only on some spots(I can add specularity but it`s not much of a big deal), I tryed the same thing on a sphere... I can only see the rings of the sphere illuminated and the light has to be like... 1-2 units further to light something up...
[vincoof] that "something I managed to get there" uses these maps ->
http://www.geocities.com/cippyboy_7/diffuse.jpg
http://www.geocities.com/cippyboy_7/normalmap.jpg
(with the DOT3 combining stuff, no NVidia registers)
I made several tests with it and... The thing could be really cool but... the lighting is so powerless, It`s very darkened and light is coming only on some spots(I can add specularity but it`s not much of a big deal), I tryed the same thing on a sphere... I can only see the rings of the sphere illuminated and the light has to be like... 1-2 units further to light something up...
Relative Games - My apps
I was thinking if you know how to calcute it at each vertex. After that you simply interpolate it. This is good to know, becouse PPL works just like per-vertex, except you calculate light at each pixel.
With your normalmap, its hard to see if PPL is working right (screenshot). I can send you some better testing textures if you want. You might want also try using white difuse texture(or no diffuse at all) for start, just to see how "light intensity" looks.
With your normalmap, its hard to see if PPL is working right (screenshot). I can send you some better testing textures if you want. You might want also try using white difuse texture(or no diffuse at all) for start, just to see how "light intensity" looks.
You should never let your fears become the boundaries of your dreams.
[_DarkWIng_] Sir, yes sir! Please send me some good textures... sir!
Sometimes I try to not to use diffuse texture at all(using GL_REPLACE for the second texure unit, instead of GL_MODULATE with the diffuse) so... youre showing me(in that pic) that I couldn`t actually see any ppl even my code worked corectly huh ?
PS:how do you turn an adress into a link ? [http]/[/http] tags ?
Sometimes I try to not to use diffuse texture at all(using GL_REPLACE for the second texure unit, instead of GL_MODULATE with the diffuse) so... youre showing me(in that pic) that I couldn`t actually see any ppl even my code worked corectly huh ?
PS:how do you turn an adress into a link ? [http]/[/http] tags ?
Relative Games - My apps
Considering the diffuse and normal maps you have, the bump-mapped screen shot on your quad looks correct to me. Do both screen shots come from the same shader ?
[edit]
to turn an adress into a link, use the <a href> tag, for instance :
<a href=http://www.geocities.com/cippyboy_7/ppl.jpg>Per Pixel Lighting picture</a> leads to :
Per Pixel Lighting picture
[Edited by - vincoof on June 22, 2004 6:17:28 AM]
[edit]
to turn an adress into a link, use the <a href> tag, for instance :
<a href=http://www.geocities.com/cippyboy_7/ppl.jpg>Per Pixel Lighting picture</a> leads to :
Per Pixel Lighting picture
[Edited by - vincoof on June 22, 2004 6:17:28 AM]
<Pedantic-and-off-topic-comment>
Tut-tut vincoof.
That should be <a href="http://www.geocities.com/cippyboy_7/ppl.jpg">Per Pixel Lighting picture</a> [wink]
</Pedantic-and-off-topic-comment>
OK, carry on...
Enigma
Tut-tut vincoof.
Quote: HTML 4.01 Specification:
By default, SGML requires that all attribute values be delimited using either double quotation marks (ASCII decimal 34) or single quotation marks (ASCII decimal 39). Single quote marks can be included within the attribute value when the value is delimited by double quote marks, and vice versa. Authors may also use numeric character references to represent double quotes (") and single quotes ('). For double quotes authors can also use the character entity reference ".
In certain cases, authors may specify the value of an attribute without any quotation marks. The attribute value may only contain letters (a-z and A-Z), digits (0-9), hyphens (ASCII decimal 45), periods (ASCII decimal 46), underscores (ASCII decimal 95), and colons (ASCII decimal 58). We recommend using quotation marks even when it is possible to eliminate them.
That should be <a href="http://www.geocities.com/cippyboy_7/ppl.jpg">Per Pixel Lighting picture</a> [wink]
</Pedantic-and-off-topic-comment>
OK, carry on...
Enigma
Grab them here. Two sets is in JPG formt.
Edit: fixed format and compression :)
[Edited by - _DarkWIng_ on June 22, 2004 11:01:53 AM]
Edit: fixed format and compression :)
[Edited by - _DarkWIng_ on June 22, 2004 11:01:53 AM]
You should never let your fears become the boundaries of your dreams.
<off-topic>
@Enigma : on some browsers, using quotations yields to bugs. Moreover it wastes 2 characters ans so forth reduces bandwidth [grin]
@DarkWIng: I don't even have something to unrar files :) Right, right, I'm at work now but tonight I'll be able to unrar. Know of any good DDS software for linux ?
</off-topic>
@Enigma : on some browsers, using quotations yields to bugs. Moreover it wastes 2 characters ans so forth reduces bandwidth [grin]
@DarkWIng: I don't even have something to unrar files :) Right, right, I'm at work now but tonight I'll be able to unrar. Know of any good DDS software for linux ?
</off-topic>
This topic is closed to new replies.
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