OpenGl 1.4?
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Anonymous Coward
OpenGl 1.4?
Hi folks,
I'm pretty stupid so I need your help.
Only OpenGl 1.4 and higher supports normal mapping? right? or wrong?
And as saw in front page Irrlicht supports only 1.2
in future, is Niko planing to upgrade to it? or is complicated or currently impossible to do?
coz I really need bump mapping for my stupid project and it should run on Linux.
Sorry if this is silly questions, but I really need an answer,
Thanks
I'm pretty stupid so I need your help.
Only OpenGl 1.4 and higher supports normal mapping? right? or wrong?
And as saw in front page Irrlicht supports only 1.2
in future, is Niko planing to upgrade to it? or is complicated or currently impossible to do?
coz I really need bump mapping for my stupid project and it should run on Linux.
Sorry if this is silly questions, but I really need an answer,
Thanks
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hybrid
Two things. First, do you need bump mapping (which is already supported) or normal mapping? And second, support for a specific OpenGL version is meant as definitely using features only available since that version. Most (at least Linux) users do use OpenGL 1.4 as this is determined by the available OpenGL library during compilation or execution.
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Anonymous Coward
Thanks for quick reply.
bump mapping and normal mapping is the same thing in my head.
(or you did mean saying "bump mapping" as paralax mapping (height map, etc) in that case I need normal mapping)
Thanks
bump mapping and normal mapping is the same thing in my head.
(or you did mean saying "bump mapping" as paralax mapping (height map, etc) in that case I need normal mapping)
I tried and it worked only in DX, so I kinda don't understand what you meant.(which is already supported)
Thanks
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hybrid
I'm not that deep into 3D things, but googling for it made me learn that normal mapping is superior to bump mapping. Bump mapping just stores height information for the texture in another grey bitmap. Normal mapping encodes complete normal vectors for all textures in another color bitmap. Parallax mapping uses texture displacement based on angle of view which is apparently also different (which I found with wikipedia
)
And bump mapping (as described above) works with OpenGL as well, I've seen it.
And bump mapping (as described above) works with OpenGL as well, I've seen it.
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Anonymous Coward
Yeah, term "bump map" originaly appeared in 3d rendering packages(like 3d studio)
and refered to just grey bitmap with no normal calculations(as it is now too).
with DX9 and OGL1.4 in real-time 3d games appeared normal maps(which was called incorrectly sometimes as "bump map"(I think I did that in first post too
))
Paralax is different story I think.
but anyway my hardware doesnt allow me to use paralax.
So any ideas how can use normal maps in Irrlicht with OpenGL?
Thanks
and refered to just grey bitmap with no normal calculations(as it is now too).
with DX9 and OGL1.4 in real-time 3d games appeared normal maps(which was called incorrectly sometimes as "bump map"(I think I did that in first post too
Paralax is different story I think.
but anyway my hardware doesnt allow me to use paralax.
So any ideas how can use normal maps in Irrlicht with OpenGL?
Thanks
Simply use them in opengl the same way you would use them in directx. On my machine, it works perfectly that way. Perhaps your hardware does not support it in opengl?Anonymous Coward wrote:So any ideas how can use normal maps in Irrlicht with OpenGL?
(Yes, normal mapping is considered the same thing as "bump mapping", you may have confused it with "embm", environment bump mapping, which uses a greyscale map to define height. the "proper" term for normal mapping is dot3 bump mapping, but few people use it.)
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hybrid
Hmm, should've looked up the sources or API. It's called NormalMapRenderer, so the name says allAndyCR wrote: (Yes, normal mapping is considered the same thing as "bump mapping", you may have confused it with "embm", environment bump mapping, which uses a greyscale map to define height. the "proper" term for normal mapping is dot3 bump mapping, but few people use it.)
But it uses some shader programs such that it does not depend on OpenGL features, but on the shader your card supports. If not supported plain materials are drawn.
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Guest
exactly. whats odd is that my laptop (intel extreme graphics 2 for mobile) supports normal mapping, yet it does not work with it in irrlicht.hybrid wrote:Hmm, should've looked up the sources or API. It's called NormalMapRenderer, so the name says allAndyCR wrote: (Yes, normal mapping is considered the same thing as "bump mapping", you may have confused it with "embm", environment bump mapping, which uses a greyscale map to define height. the "proper" term for normal mapping is dot3 bump mapping, but few people use it.)
But it uses some shader programs such that it does not depend on OpenGL features, but on the shader your card supports. If not supported plain materials are drawn.
i heard the pistol weapon in d3 is normal mapped, and the actual rendered model is only 100 some polys... amazing things can be done with normal/parallax mapping if you have alot of experience with them...
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Anonymous Coward
So if you run "PerPixelLighting.exe" from examples, and chose OpenGLOn my machine, it works perfectly that way.
you can see normal maps?
Well I think it does, I have two comps, one with GeForce2 MX, andPerhaps your hardware does not support it in opengl?
other with GeForce3 Ti 200 card.And even using GeForce2 MX when I try test it
with "OpenGL Extensions Viewer" I do see normal maps.
heres view:

It says it using renderer: OpenGL 1.5
I'm kinda stupid and I don't understand how it can use it if Irrlicht doesnt support it. I'm actually good in graphics not programing so maybe I misunderstand something in that OpenGL thing.
http://img27.imageshack.us/my.php?image=itworked5au.jpg
correct. thats on my desktop; on my laptop, i get the same thing you do, my card supports normal mappinbg, but it does not work with irrlicht. perhaps its because it doesnt support shaders; gf2's and 3's are pretty old, no offense meant.
EDIT: sorry, was using ogl 1.2 there, but it works with 1.5 too.
correct. thats on my desktop; on my laptop, i get the same thing you do, my card supports normal mappinbg, but it does not work with irrlicht. perhaps its because it doesnt support shaders; gf2's and 3's are pretty old, no offense meant.
EDIT: sorry, was using ogl 1.2 there, but it works with 1.5 too.
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Anonymous Coward
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Guest