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Thread: bumpmaps?

  1. #1
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    bumpmaps?

    Not sure if this is the correct forum, but there it goes... will real bumpmapping be possible with HWA?

    And I'm just dying to know, besides the brilliant work from Sphax with pixel shading examples, speed, faster rendering and so on, what other possibilities will HWA bring?
    Any chance of vector graphics?

    Thanks.

    PS: congratulations to clickteam on a job well done, the java and HWA updates look great.

  2. #2
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    Re: bumpmaps?

    bumpmapping needs lights and currently there is no ligh support in MMF2 HWA. With mathematic calculations, some pixel shaders could do that but a picture should be passed as a parameter (bumpmap texture) to the object to bumpmap... and it's not possible currntly...

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    Re: bumpmaps?

    Quote Originally Posted by Sphax
    bumpmapping needs lights and currently there is no ligh support in MMF2 HWA. With mathematic calculations, some pixel shaders could do that but a picture should be passed as a parameter (bumpmap texture) to the object to bumpmap... and it's not possible currently...
    You could have 3 parameters: light z, light x, light y (or, instead of x and y, angle and distance)
    And the active object itself could be the picture parameter, and the effect would turn it into a black and white image with alpha that could be overlayed on top of another image, giving the bump mapping effect.

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    Re: bumpmaps?

    white or black with semi-transparency (alpha) can't do the same thing as a color manipulation.

    It will maybe be possible to make a bumpmapping pixel shader when we'll be able to get the texture under an object. The bumpmap will be the object itself with the pixel shader.

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    Re: bumpmaps?

    When we have the ability to get pixels from behind the object, you should be able to implement an RGB multiply effect which would to the same thing as colour manipulation on a bump map.

  6. #6
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    Re: bumpmaps?

    Yeah this is easily do-able with pixel shaders.

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    Re: bumpmaps?

    Yes but not currently

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