THE BORE
General => The Superdeep Borehole => Topic started by: Mupepe on February 21, 2007, 10:16:51 AM
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WAKE UP AND STOP WORKING
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I'm here so I can avoid working for another hour or two.
Do you know anything about normal mapping? I'm trying to write an article explaining what it is, but I don't really know what it is.
:'(
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WAKE UP AND STOP WORKING
I'm here hottness. :-*
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I'm here so I can avoid working for another hour or two.
Do you know anything about normal mapping? I'm trying to write an article explaining what it is, but I don't really know what it is.
:'(
I have no idea.
Tauntaun: wanna fuck?
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Way to rub it in.
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Way to rub it in.
We can fuck too, baby.
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I'm tired, let's chill and sip hot coco. :)
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I'm tired, let's chill and sip hot coco. :)
sounds good.
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Way to rub it in.
We can fuck too, baby.
Only if you can explain why "the XYZ coordinates of the face normals are placed in the RGB values of the normal map".
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loooooooving yoooouuuuuu, is easy cause you're beautiful. do-n do-n doooooooooo
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Way to rub it in.
We can fuck too, baby.
Only if you can explain why "the XYZ coordinates of the face normals are placed in the RGB values of the normal map".
http://www.gamedev.net/columns/hardcore/dxshader4/
thank me later.
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Good gravy. Now I'm even more confused. I mean, thanks, but I'm probably just being stupid and should suck it in and just write the damn thing. It's only 400 words...
Sorry for derailing your fuck session.
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A good share of the active forum is on PST, so they just got out of bed. People start really logging on around 11AM PST/2 PM EST.
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I'm here.
Forum saved.
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Okay, you can stop worrying. I think I understand it now. Basically, instead of using a single coloured bump map, the normal map uses a multicoloured image to increase the depth of a model. Generally, the red channel represents the shading of the object from the right, the green channel is the lighting of the object from below, and the blue is the object from front on.
This has the advantages of regular bump mapping - that is, to create a detailed object without using as many polygons - but normal mapping will often create a more detailed effect, with far less processor usage.