Fair enough.  What about normal mapping (ie, an RGB image where pixels
represent a normal vector at a a given texture coordinate)?  This
strikes me as an extremely useful feature which is starting to get wide
usage.

Ah yes, this is in fact what I am describing. The program is fed a graphic where the difference in greyscale intensities corresponds to the displacement in the z axis of the points of a triangle representing the 3D surface. Multiply the triangle normal by a light vector for each triangle and you get the highlights/shades corresponding to the bumps. I've got this down pat. You need to use DOT3 combine mode to applying this light effects map to the object's existing appearance, but this is where is fails, giving you a very funky but very incorrect result.


Post when the bump mapping bug is squashed. :)


Mark McKay
--
http://www.kitfox.com

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