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 =========================================================================== To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".