123
-=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- (c) WidthPadding Industries 1987 0|734|0 -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=-
Socoder -> Off Topic -> Bump Mapping and Specular Mapping

Fri, 30 Nov 2007, 16:19
Toaster
I finally completed my quest for bump mapping and specular mapping in my editor and I wanted to know what you guys thought about it.



This is really easy to do in blitz3D and it doesnt loose framerate..

If anyone wants the code in how to do this I can send you an example.

-Toaster
Mon, 03 Dec 2007, 07:49
Paul
Looks good for B3D, would love the source, or at least an example
Mon, 03 Dec 2007, 08:57
Toaster
The source huh well I used the same method that andreyman did when he did this example:

[url]https://agametech.nm.ru/Demo4.rar
[/url]
It uses cubemaps and stuff. I use the basic same idea. Except I point the light at the mesh and I also render the cubemaps for each different mesh.

-Toaster