the best reference I found on this topic is here:
http://chimera.labs.oreilly.com/books/1234000001814/ch08.html#BumpMapping


2016-05-19 14:18 GMT+02:00 Christian Buchner <[email protected]>:

>
> In the mean time I've learnt a bit more about the limitations of DOT3 bump
> mapping. This also explains why this isn't used much anymore.
>
> - It works in object space, as opposed to shader based models which work
> in tangent space.
>
> - There is a requirement to fully uv-unwrap the model so each point on the
> object maps to a unique texel (you can't even exploit symmetries in the
> object)
>
> - One needs to encode the light vector as vertex colors (light position
> relative to each vertex, which is very important for point lights). This
> means updating the color array whenever the light source moves.
>
> - The UV maps have to be baked in object coordinates. You can't use bump
> maps created for tangent space or the lighting will be incorrect.
>
> - lots of limitation in the fixed function pipeline (ambient and specular
> lighting might be impossible in combination with DOT3)
>
> Christian
>
>
>
> 2016-05-19 12:52 GMT+02:00 Robert Osfield <[email protected]>:
>
>> Hi Christian,
>>
>> Thanks for the example.  I've merged it with OpenSceneGraph-Data and
>> used the git author set to your name/email, looking at github this
>> means it links automatically with your git account.  I hope this is
>> OK.
>>
>> Thanks,
>> Robert.
>>
>>
>> On 10 March 2016 at 16:20, Christian Buchner
>> <[email protected]> wrote:
>> >
>> > It appears there is almost no working example of an OSG object that
>> uses the
>> > fixed function pipeline DOT3 bump mapping technique.
>> >
>> > I am attaching an .osg file that features an animated light source that
>> > highlights the effect. In osgviewer rotate the box 90 degrees to the
>> side
>> > for best effect.
>> >
>> > This is based on a really ancient forum posting from 2008, the OSG file
>> was
>> > manually cleaned up, removing unnecessary transparency and blending
>> effects.
>> > http://delta3d.org/forum/viewtopic.php?showtopic=12622
>> >
>> > The stone wall texture and bump map was taken from this osg example
>> > repository:
>> >
>> https://bitbucket.org/kornerr/osg-deferred-shading/src/2b2f5532f41c305b31c46467291281388657b392?at=default
>> >
>> > Any other pairs of diffuse and normal textures might work just as fine.
>> Even
>> > if this does not make it into the OpenSceneGraph-Data repository, this
>> > posting will hopefully preserve the example for another 10 years ;-)
>> >
>> > Christian
>> >
>> >
>> > _______________________________________________
>> > osg-submissions mailing list
>> > [email protected]
>> >
>> http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org
>> >
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>>
>
>
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