1
vote
2answers
101 views

pre-rendering light on texture based on bump map

Using a gray-scale bump-map and N sources of colored light, what is the algorithm to render the light on the textured surface, assuming I have the angle(s) and distance of each light source? (I am ...
4
votes
5answers
674 views

Why don't we use the whole color depth for normal maps?

All normal maps I've seen are pinkish or bluish. So it seems like only a short color range is used. Why do game developers give away so much precision? Update: The short answer is, that technically, ...
0
votes
1answer
208 views

Ogre: Light not reflecting correctly

In my Ogre 3d scene I have an empty box, and within that there are three small cubes. The camera is also within the box, facing the three small cubes. The user can move and rotate the camera with the ...
0
votes
1answer
582 views

Blender: projecting an image via a spotlight onto a plane

I've create a plane with a spot light shining from above onto it. The spot light projects a texture of an image onto the plane. The light shots out at an angle but the texture is projecting in a flat ...
0
votes
2answers
2k views

the difference between diffuse texture and ambient occlusion texture

is there any difference between diffuse texture which used in diffuse lighting and ambient occlusion map, or this is the same texture just different naming, because i see it mostly it looked the same? ...
3
votes
1answer
2k views

Loading textures in OpenGL makes everything look darker

I don't know what I'm doing wrong but I'm having a big a problem with GL_TEXTURE_MIN_FILTER when loading textures for my scene. I'm doing a skybox, but that's irrelevant because the problem exists ...
6
votes
3answers
1k views

Common light map practices

My scene consists of individual meshes. At the moment each mesh has its associated light map texture, I was able to implement the light mapping using these many small textures. 1) Of course, I want ...
7
votes
1answer
275 views

Is there any difference between storing textures and baked lighting for environment meshes?

I assume that when texturing environments, one or several textures will be used, and the UVs of the environment geometry will likely overlap on these textures, so that e.g. a tiling brick texture can ...