Wolfgang Kienreich wrote:
> Again, problem is that bumpmapping takes a completely artificial light > vector which has nothing to do with the > scene lights, even if you take the object vertex colors as an input (nice > trick, by the way!) instead of the > blend color. No, to implement bumpmap you have to decide on one light and put normal of vertex compared to direction light in each vertex 'color'. Then bumpmap is computed against this light. You do not use default light operations with bumpmap (at least with basic bumpmap I'm talking about here). You need to recompute direction to light on each frame (or at least at each important light or object movement). So, in my opinion it does not look like that - light it correctly, using scene lighting (e.g. a sun-like point light source) - texture it correctly - incorporate a bump-map to make it look better but just - light it using only single light direction using bumpmap - texture it correctly - optionally multiply it by above single light to get light color/intensity My point is that bumpmap _replaces_ diffuse lightning step for main light, not modifies it. Maybe I'll try to cook up some demo to show it better (and to test if I'm right - I have never done this ;) ) 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".