Normal maps in Ogre?
Normal maps in Ogre?
Has anybody managed to display a normal mapped model in Ogre?
- Fluid Byte
- Addict
- Posts: 2336
- Joined: Fri Jul 21, 2006 4:41 am
- Location: Berlin, Germany
What is a "normal mapped model"? You mean the vertex normals by any chance?
Windows 10 Pro, 64-Bit / Whose Hoff is it anyway?
-
- Addict
- Posts: 2228
- Joined: Mon Jun 02, 2003 9:16 am
- Location: Germany
- Contact:
Here is an example with HLSL:
http://www.bradan.eu/files/ogre_normalmapping.zip
On Linux you need to use GLSL. But porting it is easy. Maybe you'll see some kind of borders like on a football. That's because of the original mesh, not the normal mapping.
You specify the normal per texel beside the normals per vertex.
http://www.bradan.eu/files/ogre_normalmapping.zip
On Linux you need to use GLSL. But porting it is easy. Maybe you'll see some kind of borders like on a football. That's because of the original mesh, not the normal mapping.
Normalmapping is like Bumpmapping.Fluid Byte wrote:What is a "normal mapped model"? You mean the vertex normals by any chance?
You specify the normal per texel beside the normals per vertex.
bye,
Daniel
Daniel
woah! Awesome example, Daniel!
I find normal mapping without specular highlights only really stands out if an object or lightsource is moving around. So it's a wasted effect on things like walls with stationary lighting.
Whereas stationary specular objects tend to look 3D regardless, this will be because the specular highlights shift across the surface as the camera position changes.
So if I wanted specular highlights then would I need to edit the shader file for that?.
I find normal mapping without specular highlights only really stands out if an object or lightsource is moving around. So it's a wasted effect on things like walls with stationary lighting.
Whereas stationary specular objects tend to look 3D regardless, this will be because the specular highlights shift across the surface as the camera position changes.
So if I wanted specular highlights then would I need to edit the shader file for that?.
-
- Addict
- Posts: 2228
- Joined: Mon Jun 02, 2003 9:16 am
- Location: Germany
- Contact:
Well there are already specular highlights.
I've updated it now specifies the specular color in the pb source and the shininess within the material script.
Same link:
http://www.bradan.eu/files/ogre_normalmapping.zip
(You may clear your cache before)
Here is the difference:
Here with a different texture.png:
I've updated it now specifies the specular color in the pb source and the shininess within the material script.
Same link:
http://www.bradan.eu/files/ogre_normalmapping.zip
(You may clear your cache before)
Here is the difference:
Here with a different texture.png:
bye,
Daniel
Daniel
-
- Addict
- Posts: 2228
- Joined: Mon Jun 02, 2003 9:16 am
- Location: Germany
- Contact:
yes, you should! People like to have some way to show their appreciation!
Oh, and with your example I found a cool optical illusion!. If you stare at the model spinning around for a minute or two and then press your mouse on the titlebar - the application will freeze, yet you'll notice the monkey *appears* to spin very slowly in the opposite direction.
It's groovey!
Oh, and with your example I found a cool optical illusion!. If you stare at the model spinning around for a minute or two and then press your mouse on the titlebar - the application will freeze, yet you'll notice the monkey *appears* to spin very slowly in the opposite direction.
It's groovey!
-
- Addict
- Posts: 2228
- Joined: Mon Jun 02, 2003 9:16 am
- Location: Germany
- Contact:
- max_aigneraigner@web.de
- User
- Posts: 67
- Joined: Sun Nov 02, 2008 10:37 pm
- Location: Bavaria
- Contact:
-
- Addict
- Posts: 2228
- Joined: Mon Jun 02, 2003 9:16 am
- Location: Germany
- Contact:
Yes, I imagine a lot of people don't realize this. There's no examples on the forum at all.max_aigneraigner@web.de wrote:O_o GREAT!
I didn't know that shader effects are possible in the pb-ogre o_O...
wow. you've got it ^^
(are you currently working on a projekt with ogre?)
It's no wonder so many people are turning their back on Ogre and using other engines. Maybe Fred needs to highlight the advanced abilities of Ogre with Purebasic.
http://www.purebasic.fr/english/viewtop ... ht=shadersBlobby wrote:There's no examples on the forum at all.