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Emboss bumpmapping

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Hi ya guys i know reading is pain but hear me out. I use multitexture exensions to make some fake emboss the problem is that at the second pass i don't see the detail texture but only the the bump texture and the inverted bump texture that should have been underneath.I highlighted the place where the problem arises
void DrawSceneWithExtension()
{

	GLfloat c[4]={0.0f,0.0f,0.0f,1.0f};
	GLfloat n[4]={0.0f,0.0f,0.0f,1.0f};
	GLfloat s[4]={0.0f,0.0f,0.0f,1.0f};
	GLfloat t[4]={0.0f,0.0f,0.0f,1.0f};

	GLfloat l[4]={0.0f,0.0f,2.0f};

/*//////////////////////////////FIRST PASS\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\Tex#0
1.no blending    4.non offset texture coordinates  6.offset texture coordinates
2.no lighting    5.GL_REPLACE -texture operation   7.GL_ADD  
3.bump texture   Tex#1

//////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\*/
glDisable(GL_LIGHTING);
glDisable(GL_BLEND);
//TEXTURE-UNIT #0
glActiveTextureARB(GL_TEXTURE0_ARB);

glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D,gTexBump);

glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_COMBINE_EXT);
glTexEnvf(GL_TEXTURE_ENV,GL_COMBINE_RGB_EXT,GL_REPLACE);

//TEXTURE -UNIT #1

glActiveTextureARB(GL_TEXTURE1_ARB);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D,gTexInvBump);

glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_COMBINE_EXT);
glTexEnvf(GL_TEXTURE_ENV,GL_COMBINE_RGB_EXT,GL_ADD);

glDisable(GL_BLEND);
glDisable(GL_LIGHTING);

glBegin(GL_QUADS);


n[0]=0.0f;
n[1]=0.0f;
n[2]=1.0f;
s[0]=1.0f;
s[1]=0.0f;
s[2]=0.0f;
t[0]=0.0f;
t[1]=1.0f;
t[2]=0.0f;


	for( int i=0;i<4;i++)
	{

      c[0]=data[5*i+2];
	  c[1]=data[5*i+3];
	  c[2]=data[5*i+4];

	  SetUpBumps(n,c,l,s,t);



						
						// Display the top left vertex
						glMultiTexCoord2fARB(GL_TEXTURE0_ARB,data[5*i],data[5*i+1]);
						glMultiTexCoord2fARB(GL_TEXTURE1_ARB,data[5*i]+c[0],data[5*i+1]+c[1]);
						glVertex3f(data[5*i+2],data[5*i+3],data[5*i+4]);

						
	}

glEnd(); 

/*////////////////////////////////SECOND PASS(problem here)\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\*/

glActiveTextureARB(GL_TEXTURE1_ARB);
glDisable(GL_TEXTURE_2D);
glActiveTextureARB(GL_TEXTURE0_ARB);
glBindTexture(GL_TEXTURE_2D,gTextureID);/*this is the detailed texture*/
glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE);




glBlendFunc(GL_DST_COLOR,GL_SRC_COLOR);
glEnable(GL_BLEND);

glBegin(GL_QUADS);

				for( i=0;i<4;i++)
				{
				
					glTexCoord2f(data[5*i],data[5*i+1]);
					glVertex3f(data[5*i+2],data[5*i+3],data[5*i+4]);

				}				

glEnd(); 


}

data is an array which has 5 coordinates on a row(the first two are texture coordinates and the last three are vertex coordinates as you probably know) Thanks in advance for your help!

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I'm not sure I will be very helpful in replying here, but the point is you should really forget about emboss bump-mapping. It looks crap, is pretty hard to setup, renders a very limited set of lighting effects, and today any graphics card can perform DOT3 bump-mapping for just about 50 bucks.

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This topic is 4841 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

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