I was wondering how I would go about drawing a env. bump map. Why is it that chalk blue? And what determines what appears bumped-in or bumped-out? I know there is probably a thread on this already but I can't seem to find anything anywhere.
Why chalk blue?
Blitz3D Forums/Blitz3D Programming/Why chalk blue? Never used them myself but I'm pretty sure the RGB components define a vector representing the normals for lighting ...
Nx# = ( Red - 127 ) / 127.0
Ny# = ( Green - 127 ) / 127.0
Nz# = ( Blue - 127 ) / 127.0
There are loads of discussions and code re this.
Nx# = ( Red - 127 ) / 127.0
Ny# = ( Green - 127 ) / 127.0
Nz# = ( Blue - 127 ) / 127.0
There are loads of discussions and code re this.
Yeah, i have a height map to normalmap convertor in my sig below. I may need tweaking though, as someone complained of an error. Works ok for me :D
And Stevie is correct in how it works. Blitz really only works well with world space normalmap, but you can use tangent space normal maps with a cubemap, to produce good results.
Look for a thread also in the showcase part, started by Devils Child. It's about his engine.
And Stevie is correct in how it works. Blitz really only works well with world space normalmap, but you can use tangent space normal maps with a cubemap, to produce good results.
Look for a thread also in the showcase part, started by Devils Child. It's about his engine.
Thanks for the explanation Stevie G and thanks for the converter Ross C.