Radiosity Bumpmapping

Blitz3D Forums/Blitz3D Programming/Radiosity Bumpmapping

It might be possible to perform lightmapped bumpmapping in Blitz3D, with specular reflection.

The bumpmap will blend with whatever is underneath it, right? Normally people use vertex colors, but you could insert a light direction map (like a lightmap) in the first texture unit, to control where the light is coming from. This is how HL2 does it.

I assume DX7 calculates the binormal/bitangent arrays on the GPU, then calculates the TBN matrix from those values? If so, this would work.

I have implemented this in my own engine, and have written a bsp/vis/light compiler to compile 3D World Studio files into .bsp files.

If Blitz3D bumpmaps work like I think they do, it should be possible for you to render them in Blitz3D like this: