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| | Object Space Normal Mapping Tutorial |
 | | Another main disadvantage to not using tangent space is that you can't use a detail normal map for fine close-up detail in addition to the one that approximates the high resolution mesh. |
 | | What the ATI normal mapper does is cast a ray from each texel on the low-res model, find the ray's intersection with the high-res model, and save in a texture map the normal from the high-res model where the ray intersects. |
 | | Texture1 is the normal map texture and Texture0 is the diffuse texture (sometimes referred to as the 'skin texture'.) The R,G,B components of the normal map, which represent the x,y,z of the model normal at that texel, are dot-producted with the light vector which is sent in as the primary color component for each vertex. |
| www.3dkingdoms.com /tutorial.htm (3733 words) |
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