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Nehe's Bumpmapping Tutorial

Started by August 31, 2004 01:55 PM
3 comments, last by skow 20 years, 3 months ago
I need to talk to someone that read NeHe's tutorial on BumpMapping... Was MAXEMBOSS the frequency with which the underneath(second pass,inverted bump)repeats?? Is there any game that uses EMBOSS cause to me its a little slow.Do you know other algorithms to do that? [Edited by - Daos on August 31, 2004 2:14:12 PM]
Funny thing, there's an NEHE forum!

In time the project grows, the ignorance of its devs it shows, with many a convoluted function, it plunges into deep compunction, the price of failure is high, Washu's mirth is nigh.

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Emboss Bump Mapping is an obsolete technique right now and its difficult to code, so i suggest to learn DOT3 Bump Mapping (called Normal Mapping) which is widly used and easier to code and gives much better results
for resources on DOT3 Bump Mapping refer to those links:


Demo for the most basic form of DOT3 Bump Mapping
http://users.skynet.be/fa550206/Slug-Production/Download/Zip/DOT3-BumpMapping.zip

ATI Demo
http://www.ati.com/developer/sdk/RADEONSDK/Html/Samples/OpenGL/RADEONSimpleDOT3.html

Very Good Tutorials
http://www.paulsprojects.net/tutorials/simplebump/simplebump.html

http://www.unraveledmind.com/bumpmap.html

http://nehe.gamedev.net/data/articles/article.asp?article=20

for more help you can search the forums here and in Gamedev's OpenGL and in OpenGL.org forums
ThX
Agreed dot3 looks much better.

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