Normal map from heightmap?

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2 comments, last by gnmgrl 11 years, 8 months ago
I think i read somewhere that if you generate a normal map from the heightmap you don't need normal, binormal and tangent vectors per vertex to transform into object space? I'm not sure but i want to use normal maps to do lighting in my terrain.
"Spending your life waiting for the messiah to come save the world is like waiting around for the straight piece to come in Tetris...even if it comes, by that time you've accumulated a mountain of shit so high that you're fucked no matter what you do. "
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Here is the code I use to to this:


for(int z = 0; z<terrainHeight; z++){
for(int x = 0; x<terrainWidth; x++){
indexNm = z*terrainWidth+x;

if(z > terrainHeight-1){ //aboth
nmOffset = terrainWidth;
}else{
nmOffset = 0;
}
D3DXVECTOR3 N1 = D3DXVECTOR3(x, heightMap[indexNm+nmOffset],z+1);

if(x > 0){ //left
nmOffset = -1;
}else{
nmOffset = 0;
}
D3DXVECTOR3 N2 = D3DXVECTOR3(x-1, heightMap[indexNm+nmOffset],z);

if(x > terrainWidth-1){ //right
nmOffset = 1;
}else{
nmOffset = 0;
}
D3DXVECTOR3 N3 = D3DXVECTOR3(x+1, heightMap[indexNm+nmOffset],z);

if(z > 0){//below
nmOffset = -terrainWidth;
}else{
nmOffset = 0;
}
D3DXVECTOR3 N4 = D3DXVECTOR3(x, heightMap[indexNm+nmOffset],z-1);
D3DXVec3Cross(&normalMap[indexNm], &(N2 - N3), &(N1 - N4)); // cross and done!
D3DXVec3Normalize(&normalMap[indexNm], &normalMap[indexNm]);
}
}

Thanks, but do i have to use tangents/binormals?
"Spending your life waiting for the messiah to come save the world is like waiting around for the straight piece to come in Tetris...even if it comes, by that time you've accumulated a mountain of shit so high that you're fucked no matter what you do. "
No, you don't. Just look up a terrain lightning tutorial. It's mostly the same like with any other object.

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