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Fixed Pipeline bumpmapping

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Hello, I have a spherical model that needs bump mapping and needs to support Geforce 4 MX 440's. Now these cards don't support D3DTEXOPCAPS_BUMPENVMAP, but they do support D3DTEXOPCAPS_DOTPRODUCT3. I understand I need to convert my light from world space to texture space for DOT3, however the object is spherical I will need to do that for all polygons on the sphere. Seems too CPU intensive for my liking. Can anyone suggest and other methods of bump mapping for these older cards or any perhaps englighten a way to use DOT3 in this situation. Cheers

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You really need to use vertex shaders to do bump mapping on dx7-class cards.

Even though the vertex shaders run on the CPU on a gf4mx, it's fairly fast.

Here is a talk I gave on how to do dx7-level bump mapping.

http://developer.nvidia.com/object/gdc_practicalperpixel.html

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Thanks SimmerD, some good ideas in that paper for adding specular too!

Didnt realise Geforce 4 MX 440 has vertex shader 1.1.

I went on to find Fx composer and a diffuse bump vertex shader !
Exactly what I was looking for

Thanks!

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Quote:
Original post by Jaltz
Didnt realise Geforce 4 MX 440 has vertex shader 1.1.

It doesn't. The software path for vs1.1 runs on the CPU, and is fast enough. Basically, you can do vs1.1 in software for any card that doesn't support it in hardware

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