How can I 'add' several bump maps on each other
Hi everybody,
I have a a river with classic Env Bump Mapping with the following stages:
Stage1: Texture
Stage2: BumpMap
Stage3: EnvMap.
How can I put (add) several bump maps in stage 2 together (Fixed Function Pipeline!), maybe like a animated river with raindrops falling on it?
The quantity of raindrops must be variable, so I want to make a animation set of waves (as bump maps) for a fallen raindrop and would like to dipose them all over the river.
Can someone give me some idea/help?
Thanks a lot!
What exactly do you mean by "add"? You could average the bump maps through normal texture filtering I suppose.
Why do you want to do this with the fixed function pipeline? It's fairly complicated, and bump map support with the fixed function pipeline is a bit shakey as it is, without adding multiple maps together...
Why do you want to do this with the fixed function pipeline? It's fairly complicated, and bump map support with the fixed function pipeline is a bit shakey as it is, without adding multiple maps together...
Thanks for your quick reply!
With 'add' I mean, if I have one water bump map and another raindrop bump map, I would like to put them together at runtime, so there should be a raindrop wave on the water waves... everthing with bump maps.
I am just a beginner and would like learn all about FFP first before pixel shading a bit.
With 'add' I mean, if I have one water bump map and another raindrop bump map, I would like to put them together at runtime, so there should be a raindrop wave on the water waves... everthing with bump maps.
I am just a beginner and would like learn all about FFP first before pixel shading a bit.
Quote:Original post by snipert
Thanks for your quick reply!
With 'add' I mean, if I have one water bump map and another raindrop bump map, I would like to put them together at runtime, so there should be a raindrop wave on the water waves... everthing with bump maps.
I am just a beginner and would like learn all about FFP first before pixel shading a bit.
The only meaningful way to "add" normal maps is to average the normal values that you sample from them, and then normalize. This is a single line of code in HLSL...I'm not even sure if you can do that at all with fixed-function processing.
Honestly I really don't think there's much point in continuing with FFP...shaders aren't the future, they're the present. Discrete GPU's haven't had fixed-function hardware since 2001 or so, and will emulate it with shaders. Which means you might as well go for the flexibility of shaders, since fixed-function won't be any quicker.
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