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This example shows how to do bump mapping using the framework.
Bump Mapping is used for making a low poly mesh, appear to have more curves, bumps and creases, where it does not, this is done by mapping a file, typically a normal map, which is an image that contains hight map information, or the difference in height between the low and high poly meshes/geometry, and when sampled/filtered is used to determine how light reflects from a given pixel, mapped to the normal texture, thereby giving the effect that the mesh has more curves than it really does, when the camera or view onto the surface that is bump mapped is very “flat” i.e parallel with the plane being mapped, the visual effect is lost and the actual “flatness” of the surface becomes apparent, in most games, this is easily spotted by looking things like walls, doorframes etc.. even characters, but door frames and walls are more easily spotted, when the camera is next to the door, looking parallel to the surface of the door, it is most easily seen.
Previous Demo: Light Clip [http://alwyndippenaar.blogspot.com/2011/11/light-clipping-example.html]
Demo (SWF): [https://docs.google.com/open?id=0B3JQeJ81w93ZNGJlY2M2MzMtZGMwYi00ODllLTk0NGEtOTUyYmQ1YTNhM2Mx]
ScreenR : [http://www.screenr.com/9mts]
Pictures :[https://docs.google.com/open?id=0B3JQeJ81w93ZOGQ2N2EzMTItNGRlMS00NmJhLTg1NDYtMjJmNmUzNmVhY2Qy]
Code Sample [BumpMap]: [https://github.com/alwynd/PublicGitRepo/zipball/master]
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