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Bump Mapping on the ATI Rage128 with
Direct3D
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The R128BumpMap sample program uses multitexturing to perform the popular emboss style of bump mapping. The technique uses a single-pass on the Rage 128 to give the results below. Figure 1 shows R128BumpMap in action.
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| Figure 1 |
Figure 2 - height map
used in example.
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- These are the steps used in R128BumpMap to implement bump mapping:
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- Shift the height map relative to itself by adjusting the texture coordinates of each vertex based on the incident angle of the light at that vertex.
- Subtract the shifted version of the height map from the unshifted version.
- Use the result from the previous step to modulate the lighted texture of the primitive.
- R128BumpMap Controls
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- F1 - Help
- F2 - Select Driver/Device/Mode
- [ALT]+[ENTER] - Toggle fullscreen/windowed
- Left mouse drag - Move light source in x and
y
- [ESC] - Quit
Downloads
DirectX 6 project file, source, executable, and support files
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