@sswift yes thats pretty much it, it is very simple.
All you need is a texture which represents a bumpy surface, you could use 128*128 or 512*512 plus, depending on how detailed you want it.
Then at runtime all you do is tell DirectX where the light is coming from and it uses the dotproduct of this light and the normals in the bumpmap to generate in realtime a bumplit? surface =)
The light vector is stored as an RGBA colour so that it can be accessed using a texture factor by DirectX.
Nothing else for the programmer to do its all hardware accelerated...can't wait ^^
All you need is a texture which represents a bumpy surface, you could use 128*128 or 512*512 plus, depending on how detailed you want it.
Then at runtime all you do is tell DirectX where the light is coming from and it uses the dotproduct of this light and the normals in the bumpmap to generate in realtime a bumplit? surface =)
The light vector is stored as an RGBA colour so that it can be accessed using a texture factor by DirectX.
Nothing else for the programmer to do its all hardware accelerated...can't wait ^^