You must prepare the texture stages appropriately to enable bump mapping. The following diagram shows the relationships between the base texture, the bump map, and the environment map in the texture blending cascade. A minimum of three texture blending stages are required to apply an additional base texture map, which is the most common case. This means the device must support at least two blending stages one for the bump map and another for an environment map. The delta values are encoded in the pixel format of the bump map surface (see Bump Map Pixel Formats).īump mapping relies on blending multiple textures. Bump mapping implemented by Direct3D can be accurately described as per-pixel texture coordinate perturbation of specular or diffuse environment maps, because you provide information about the contour of the bump map in terms of delta values, which the system applies to the u and v texture coordinates of an environment map in the next texture stage. Bump mapping is a special form of specular or diffuse environment mapping that simulates the reflections of finely tessellated objects without requiring extremely high polygon counts.
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