Return Styles: Pseud0ch, Terminal, Valhalla, NES, Geocities, Blue Moon.

Pages: 1-

C++ / OpenGL

Name: Anonymous 2007-11-19 1:00

How do I go about bumpmapping a simple polygon (in my case, a square)? I've already imported the normal map (as a bitmap) and can use it as a texture, but there seems to be a shit-ton more functions that I need to call for it to actually used as a normal map on the polygon.

Name: Anonymous 2007-11-19 1:46

>>1
Calculus and 3d theorem

Name: Anonymous 2007-11-19 3:38

>>1
Can you even do normal mapping in OpenGL while still using the fixed-function pipeline? I was under the impression that you had to write a shader program to do it. Though, knowing OpenGL there's probably some pre-SL1.0 extensions which aren't supported on half the chipsets to do normal mapping, but what the fuck.

tl;dr use a shader.

Name: Anonymous 2007-11-19 9:39

tl;dr use a cudder

Name: Anonymous 2007-11-19 12:44

tl;dr use a gegenschein

Name: Anonymous 2007-11-19 13:15

>>2
I know how the math behind it works. Knowing what to call is something else.

>>3
Goddamn.

Name: Anonymous 2007-11-19 16:23

>>6
GPU asm then?

Name: Anonymous 2007-11-20 7:17

There was some sort of fixed function bump mapping in DirectX but that is pretty deprecated now. I'm betting you have to use the progrmaming pipeline and write the code yourself.

Name: Anonymous 2007-11-20 7:23

yeah it's kinda like expecting shadows to be in the FFP too.

Name: Anonymous 2007-11-20 7:27

which would be sweet (I don't mean that in the modern cool-guy kinda usage of the word).

Name: Anonymous 2007-11-20 8:17

Modern software is about reinventing the wheel every time, so don't count on it

Name: !WAHa.06x36 2007-11-23 7:28

TESTING A TIRP COODE IN AN OLD THREAD

Name: Anonymous 2011-02-02 22:44

Name: Anonymous 2011-02-04 12:51

Don't change these.
Name: Email:
Entire Thread Thread List