I STILL have to ask some more questions, because there is NO easy understandable tutorial on dot3 bump mapping. There are great demos out there with source, but they are so hard to read and carry so much stuff with them I´m currently NOT interested in … pretty uncool sigh!
So here are my questions:
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How can I convert the light vector to tangent space and who can exactly explain WHY it´s needed and WHAT it is.
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Light vector consists of 3 components that have a range from -1.0f to 1.0f after normalisation, right?
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What is, if I use mip mapping for the normalmap, will the results be false, because the normals are scaled wrong? Should I only use linear filtering or NO filtering or doesn´t it matter and I can use trilinear filtering for it?
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If I need the light vector from every vertex, that´s involved in the bump mapping, I have to know the exact position, this is simple at the beginning, but what´s after a translation or rotation?
How can I get the values I need to compute the light vector? -
Perhaps anyone knows a GOOD and easy to understand resource on the web for my questions (don´t point me to NVIDIA, I have got most of their docus here, BUT … TOOO much stuff for me, that I don´t really understand)?
Regards,
Diapolo
btw.: I´m really getting crazy, because of the bump mapping topic … am I that stupid or is it because I´m german and don´t get everything that easy?