normalmapping animated meshes

Miscellaneous Forums/Graphics Showcase/normalmapping animated meshes

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So, after you apply the bump map, instead of applying the color to the model by EntityColor or VertexColor,
you use a cube map to apply color, that seems to be a good technique...
I will have to experiment a little more with it :)



erm...not exactly.

There are two cubemaps...one is for normals...the other is for light color.

I first apply the cubemaps for the normals...which mimics changeing verticy/entity color, but without the actual processing time to do so....this texture is called nmap in the example code.

Then the "bump" maps is applied over that...landbump or dragonbump in the example

Then the "light color" cubemap is applied on that...this is to mimic colored lighting as the results of applying the DOT3 "bump" map are greyscale...this "light color" cubemap applied atop the bumps mimics colored lighting...this is called lmap in the example

finaly the actual diffuse skin texture is applied...landtex and dragontex in the example...you can swap the order around with this and the lmap "light color" map if you want, and they arn't needed to see the bumps