Winter 2003
29.02.2004
29.02.2004
20.02.2004
20.02.2004
EMBM is mapping environment to mirror bump surface. It is advanced method of environment mapping. It isn’t computed per vertex as sphere or cube mapping, but this is computed per pixel. This uses reading from texture depended on other texture. First texture is sphere map texture, second texture is bump map texture.
Request: operator BUMPENVMAP (bump environment map) and 3 texture units for multitexture.
20.02.2004
Dot Product 3 Bump Mapping is lighting surface per pixel. It uses operator dot product. Lighting is computed with equestion:
color = ambient x Texture + (N.L)Texture + (N.H)^SpecExp x SpecularColor.
Program loads 3ds file and uses vertex shader for compute L and H vectors. It is similar to OpenGL program 24.
Request: multitexture and operator DOTPRODUCT3.
source code and executable – 930kB
10.02.2004
10.02.2004