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Submitted by Shlomi Fruchter, posted on September 05, 2001




Image Description, by Shlomi Fruchter



The picture is taken from my demo "Per Pixel Lighing and Bump Mapping". In my Demo I combine two features:
  • A. Per Pixel Lighting: Using GeForce's Register Combiners I calculate the Intensity (= 1 - Attenuation) per pixel, When the attenuation is (distance from light source)^2 / (light source's radius)^2. I calculate this using two textures, and using the Vertex Program in order to set the UV coords. for more info please check nVidia Developers's homepage or email me.

  • B. Per Pixel Bump Mapping: I am using Normal Map in order to get a normal per pixel. I am also using the Vertex Program in order to set the color of the vertex to the light vector. Than I can calculate N' Dot L Per Pixel (Using the GeForce's Register Combiners).
  • If you want the demo, please contact me. Note that the demo will run only on GeForce's Family product, with the latest drivers.

    Thanks,
    Shlomi Fruchter.


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    Archive Notice: This thread is old and no longer active. It is here for reference purposes. This thread was created on an older version of the flipcode forums, before the site closed in 2005. Please keep that in mind as you view this thread, as many of the topics and opinions may be outdated.
     
    DynaByte

    September 06, 2001, 07:04 PM

    Wow! Is that 1 quad or 2 tris??

     
    Quaternion

    September 07, 2001, 12:58 PM

    1 Quad is converted to 2 tris in OpenGL.

     
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