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# Simple Bump Mapping Tutorial

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In the last few weeks I have seen many forum posts from people who want to use bump mapping in their applications. Despite this, there are no "simple" tutorials on how to acheive the effect. This is my attempt at explaining how to implement this technique. I have tried to keep the tutorial as simple as possible, using only ARB extensions and showing only diffuse lighting. Source and executable are also available for download. This is the first time I have written a tutorial. Please feel free to tell me what you think. The tutorial is at: http://users.ox.ac.uk/~univ1234

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Well, I've read about a quarter of it, and it's all making sense so far. Well written too. I've been using Mark J. Kilgard's bumpmapping tutorial from developer.nvidia.com to research dot3 bumpmapping, but I'll definitely be using your tutorial too...hope my shadowmapping tutorial which I'm gonna write in a few months is as good...

One question: where did you get the definition for the lighting equation from? I know it's in the Red Book, but does it go into that much detail, or did you have to figure it out yourself?

EDIT: Just found the lighting equation in the Red Book. Didn't know it explained it in that much detail. Actually, I've just thought about bumpmapping in an entirely new way. Like in your example, you only concentrate on diffuse light. Very clever. From that formula in the Red Book, you could build up a whole lighting equation for bumpmapping, or just concentrate on ambient and specular, for example. Thanks, your tutorial already pointed me in a new direction, and I've only read a bit of it...

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[edited by - iNsAn1tY on December 7, 2002 1:32:01 AM]

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I already know how to use Dot3 but Its really great that some one made a tutorial that dosn''t use regcoms and vertex programs and such, also I like the way you did your tutorial nice job.

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anounce it at www.opengl.org flipcopde gamedev etc (if u havent done already) youll get a lot more exposure

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