1
vote
1answer
64 views

Normal Mapping space confusion

I've been reading today about normal mapping. Up to now, the only normal mapping I encountered was with maps already in world space so I just extracted the info from the texture and transformed them ...
0
votes
1answer
61 views

Transforming normal vector in GLSL

I'm looking at a basic diffuse light shader here http://en.wikibooks.org/wiki/GLSL_Programming/Unity/Diffuse_Reflection. Diffuse light needs the normal vector in eye-space, so that it can dot it with ...
1
vote
1answer
110 views

Blinn, Normal maps & Fresnel?

So something came up today when I was going over my Blinn shader. As I've been taught, the half-angle vector is calculated in the fragment shader, and is equal to normalize(lightDir + viewDir). This ...
1
vote
0answers
214 views

Normal mapping does not work correctly using GLSL and OpenGL

Hello I wrote a simple OpenGl program using GLSL to render a simple uv mapped plane using the normal mapping technics. Here's the display with a simple phong shading (without normal mapping) : Now ...
0
votes
0answers
95 views

Normal mapping and translation, lighting not displaying correctly

I got a normal mapping issue. I have a texture and a normal texture on each model loaded via the ASSIMP library. I am calculating the tangent vectors on each object with the help of the ASSIMP ...
2
votes
1answer
509 views

TBN Matrix : Eye vs. World Space Conflict

I am tired of misleading and insufficient articles making me more confused each time I read, I need a clarification that will solve my TBN matrix problem forever. Each article I read informs me ...
5
votes
1answer
2k views

How to do simple bump mapping

I'm trying to do bump mapping, and I'm getting fairly close at achieving my goal. I miss one crucial piece of my puzzle to have bump mapped effect in my scene; I need to transform the normals from my ...
3
votes
1answer
1k views

Deferred Rendering and Normal Mapping

I'm working on a deferred renderer and need a bit of help getting normal maps working. What I've been doing with them so far is just multiplying the normal texture with the object normals ...