...> look to BumpEarth, then, maybe by cutting off bits and pieces until it stops working. That'll teach them. Jan again: No, as already said, pass the lightvector in diffuse, set the bumpmap to first tex-stage using colorop "tex DOT diffuse". This results in greyscale (the scalarproduct is copied to all channels), so it can be used to modulate some color-tex in a second stage. ...
... Finally, for laffs, I set the D3DTSS_BUMPENVMAT00[etc.] to various elements of the current world matrix, and _that_ produces trippy moving textures :) A smiley because I got something to work... For some (obviously blatantly STUPID) reason I expected this bumpmapping to be totally automatic and real-time. Seems I'm better off with a pixel shader after all. [Jongware] That's me.
... another look to BumpEarth, then, maybe by cutting off bits and pieces until it stops working. That'll teach them. (o; No, as already said, pass the lightvector in diffuse, set the bumpmap to first tex-stage using colorop "tex DOT diffuse". This results in greyscale (the scalarproduct is copied to all channels), so it can be used to modulate some color-tex in a second stage. My ...
[jongware]: The DX9 documentation, however, is neurotically fixated upon vertex/pixel shaders, where all I want to do is load a greyscale as bump map and apply that on my current (textured) faces, with the same uv as the textures. One way to set bump-mapping is: 1. compute the light-vector in a vs (i know you don't want to) and put the result to diffuse color 2. set ...
... me I can use bump mapping, and the Bump Earth example runs happily at over 2000 fps. The DX9 documentation, however, is neurotically fixated upon vertex/pixel shaders, where all I want to do is load a ... over the 'web how to get this (----) to work, but not one single workable answer. The old DX9 SDK BumpEarth does a bit more than "just" bump mapping, which makes it quite illegible for your ...
"Jan Bruns" <testzugang_janbruns@arcor.de> wrote in message news:45bddab5$0$30322$9b4e6d93@newsspool1.arcor-online.net... "Jan Bruns": Maybe setting D3DTSS_BUMPENVMAT is a way to somehow not use a vertex shader to compute the light-vector, but maybe Aehm, no, I think BUMPENVMAP is short BUMP ENVIROMENT MAP. Such are used in context of dependent texture lookups, ...
"Jan Bruns": Maybe setting D3DTSS_BUMPENVMAT is a way to somehow not use a vertex shader to compute the light-vector, but maybe Aehm, no, I think BUMPENVMAP is short BUMP ENVIROMENT MAP. Such are used in context of dependent texture lookups, with a fine structured, reflective surface to lookup the surrounding scene. Anyway, these are bloody details of the fixed function ...