Specular Bump Mapping

Zach Griffin

28-03-2006 13:17:52

Hi,

I have a tarmac for which I have a standard 1024*1024 diffuse texture and a bump map. I want to have the tarmac specular bumped and follow the directions in the tutorial for normal mapping with the exception that I only use one texture unit in the normal map pass as it is only a bump map. After following it step by step, the tarmac does not display and specularity and the bump map is visible but not the diffuse map. I have run through the tutorial several times but to no avail. Any suggestions?

Lioric

29-03-2006 17:30:51

Are you using the normalization maps?

In ogre the tangent vectors are stored in the tex coords buffer, and the normal map shader get them form the TEXCOORD1 buffer, if your mesh has more tex coords the tengents will be created in a different buffer, in this case you can modify the shader program to get the tangents from the real index

Optionally, you can use a the bumMapping shader from Render Monkey, it has good results in a single pass, needs the diffuse and the bum map, but you need to modify the vertex shader to look for the Tangents in the texcoord buffer, and to create the Binormals in it

If i find some free time, i will create an example scene with this shader

Evak

29-03-2006 19:01:40

that would be handy, I'm pretty new to the whole shader thing, and about the one thing I'd like to be able to play with is an efficient specular bump shader.