A technique used for faking the lighting of bumps and dents – an implementation of bump mapping. It is used to add details without using more polygons.

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5
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4answers
422 views

Where can I find free or buy “next-gen” 3D Assets? [closed]

Usually I buy 3D Assets from sites like turbosquid.com or similar. My problem is that I have lately implemented glow, normal maps, specular (and specular power) maps and reflection maps and I can't ...
2
votes
2answers
235 views

A little bit confused on how to set normals in this case

I'm learning how to use VBOs and I'm following up on the tutorial at the bottom of this page. So I went ahead and created a structure Vertex to hold vertex data.(coordinates and normals). struct ...
3
votes
2answers
641 views

Trying to understand relatively simple normal map antialiasing paper

See this paper: ftp://download.nvidia.com/developer/Papers/Mipmapping_Normal_Maps.pdf They describe the very simple implementation of an algorithm for antialiasing normal maps. I don't understand ...