Hi,

I have a running demo of DOT3 Mapping here:
http://planeta.terra.com.br/educacao/alessandroborges/java3d.html

To have it working you must have a Dot3 capable video
card and at least 2 texture pipelines.
Anything equals or better than a GForce2 MX or Radeon


Alessandro Borges


 --- Mark McKay <[EMAIL PROTECTED]> escreveu: > Paul
Gordon wrote:
>
> >> 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.
> >
> Normal mapping is different from this.  Rather than
> a greyscale image
> that fakes extra height, normal maps provide more
> information, giving
> you a normal vector on a per pixel basis.  It
> provides a much more
> realistic effect than simple bump mapping.
>
> Here's one of the better demonstrations I've found.
> It has a very low
> poly model that after mapping looks almost
> raytraced.
>
> http://www.drone.org/tutorials/normal_maps.html
>
> Mark McKay
> --
> http://www.kitfox.com
>
>
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