![]() Vertex Color = emission + globalAmbient + sum(attenuation * spotlight * The red book defines the standard OpenGL lighting equation as: You can download the demo at the bottom of this page. ![]() The left picture shows the bump mapped torus, the right hand picture shows the same torus with standard OpenGL vertex lighting. I will use glut for window management to keep the tutorial as simple as possible. However, I am aiming this tutorial mainly at people who understand multitexturing and also preferably cube maps. If you have not used OpenGL extensions before, I will explain what is necessary to set them up. We will use some OpenGL extensions to acheive this, but they are not vendor specific and will work on any NVidia Geforce series card, any ATI Radeon series card, and some others. Please feel free to tell me what you think. This is the first time I have written a tutorial. This is my attempt at explaining how to implement this technique. ![]() In the last few weeks I have seen many forum posts from people who want to use bump mapping in their applications.ĭespite this, there are no "simple" tutorials on how to acheive the effect. Simple Bumpmapping Rotating, Diffuse Lit Torus ![]()
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