Wolfgang Kienreich wrote:

> A bumpmapping stage takes the normal map as a texture input for the first
> register and the blend color (or the object color, maybe, didnt try this,
> thanks for the hint), interpreted as an artificial lighting vector, as input
> for the second register, the third register being empty/unused. So, there is
> no way to get anything "into" a bumpmapping stage, neither object color, nor
> texture, nor lighting. Consequentially, bumpmapping has to be the very first
> stage in single-pass rendering.
>
> Now that you have the bump-map, how to get light + texture into the picture
> using a single stage (most standard cards feature just 2 hardware stages)?

 From how I understand a bumpmap, result of dot product of bumpmap
normals with normals-versus-light-for-vertices gives you already light.
There is no point to mix it again with light, unless you want specular -
but getting specular with bumpmap requries different steps.

Then you multiply result of bumpmap stage, which gives you per-pixel
diffuse light intensity with texture.

To get light color/intensity you would need to add another stage and
multiply everything by constant light color.


Artur

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