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xyz

per pixel bump mapping...

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What is it? whats the diference between this and normal bump mapping? Thanks...

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Basically, the amount of buzzwords in any given effect is directly proportional to its coolness factor.

For example:
Gouraud shading
is not nearly as cool as:
per-vertex normal-based rasterizer-interpolated lighting calculations

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it does not change it.
it is only easier and faster to setup the effect.
it easier bc. you dont have to fight with nv_register_combiner or pixel shader asm. the cg comiler does the work for you.

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