how make bump mapping with open gl ?

with what open gl functions i can do it ?

You have the texture matrix per texture unit.

You have the DOT3 function for the TexEnv.

Easiest is to put object space normal map into a texture, light direction into a texture environment color, and set the combine function to DOT3. Then modulate with diffuse color in the next stage.

Also, with ARB_fragment_program, you just write whatever bump sampling and per-pixel lighting function you want, so there the API doesn’t get in the way at all; it’s all up to you.

There are many ways (tex_combiner, reg_combiner, …) but it basically involves a DOT product calculation per fragment.

Why not download a demo from ati or nvidia?

ok thanks guys ! i’ll study your proposals :slight_smile: