unicomp21 Posted January 3, 2016 Share Posted January 3, 2016 Well, I'm managed to generate textures and meshes using procedural techniques. Now I'm working on bump maps. For my first attempt, my assumption was the bitmap contained the actual normals, no worky. I guess this means the values in the bitmap are actually offsets from the interpolated normal in the vertex shader? What does the math look like? Is it this? normalize(vertex_shader_normal + bump_map_normal) I'm pretty sure I understand the encoding of the bitmap (ie -1.0 to 1.0 -> 0 to 255) for (xyz -> rgb) Quote Link to comment Share on other sites More sharing options...
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