######################################## # # # Delta3D Examples: testBumpMap # # # ######################################## Uses modules: dtCore, dtABC, dtUtil Purpose ------- To provide an example of how to do dot3 normal mapping with GLSL. Definition ---------- A normal map provides the per-pixel normals in texture by storing vectors instead of colors, so RGB is really (X,Y,Z). The normals define the pertubations of the surface. Since the normals are relative to the surface they are on, the light vector must be transformed to this space (tangent space) before doing the lighting calculation. Controls -------- Space - Toggle the geometry that is rendered Esc - Exit '1' - Render lit with bump '2' - Render base texture '3' - Render the normal texture '4' - Render the diffuse color '5' - Render the specular color '6' - Render the full lighting contribution Orbit Motion Model: Left Mouse Button - Look up/down, turn left/right Middle Mouse Button - Move closer/farther Right Mouse Button - Move forward/backward