Hi everyone, there has been some work by Morten Mikkelsen for supporting bicubic filtering for bump maps. I have helped adapting the code to glsl and the result can be seen here:
old: http://www.pasteall.org/pic/19660 new: http://www.pasteall.org/pic/19659 The patch is here: http://www.pasteall.org/25833/diff Notes: This patch substitutes the "Best Quality" setting on capable GPUs with bicubic filtering. It may be preferable to make an extra setting altogether for this? The functionality relies on GLSL 1.3 and uses the textureGather function to quickly get samples from nearby texels. Getting the samples normally would require 16 instead of 4 texture samples. However only the red component is taken. This implies that for correct behaviour the rgb scannels need to be identical. Bump maps are usually monochrome anyway but it is possible to use a colour image as a bump map with in trunk functionality. After some discussion with Morten we thought that there are some ways this could be done(with increasing difficulty IMO): 1) Leave it up to the artist to enforce that he uses only black/white images 2) Use 16 samples and make this an extra setting for good systems 3) Make 1-channel images and a luminance upload path for 1-channel images. "Best Quality" bump maps only work with one-channel images Thoughts? _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
