PC-Engine said:
What's the the difference between static bumpmapping and pre-baked BM?
Maybe a pre-baked bump map, where vertex alpha is increased when lit with a local light? Just guessing.
Bohdy said:
I had a glance at the CLUT bump-mapping demos and it doesn't look much better than emboss mapping. I doubt that there is much point to using it instead of regular Emboss, since the look would not be worth the speed penalty.
Are you kidding? It looks a lot better than emboss. If the object is small or the light source infinite, there should be little difference to regular DOT3.
CLUT palette manipulation could also be used for random glimmer effects, like snow, quartz grains in stone, and distant waves on water.
BTW. specular is AFAIK impossible with emboss.
london-boy said:
Personally, and i've said this LOADS of times before, i think that Detail Texturing would do a lot to improve PS2 graphics. Things would benefit a lot more from detail textures than bump mapping or other "checklist" features, in my opinion, and it doesn't seem like it would be particularly unfeasible or costly either, unlike BM.
Thing is, two-pass bump mapping could be even cheaper than detail texturing, because you wouldn’t have to set up new vu coordinates. Maybe only one mesh consisting of two identical models, but with different lighting normals, could be send. It depends on how big a chunk of geometry the GS can handle in one go.
Simon F said:
What date was that paper? (That was a rhetorical question. I know it was 2000) Palette textures were on their way out ages ago.
Well, maybe it depends on how yu feel about and perceive it. Some would say that the CLUT formats are an old fashioned, inferior way of compressing bitmaps. Others could perceive CLUT as a pure none wasteful format, with some nice extra benefits.
Simon F said:
Yeah, but patenting these techniques has never stopped anyone from copying them.
That's not really the case. Just look at Unisys and Gif or 3Dfx NV and multi-texturing. Anyway, I was just pointing out the earliest reference to the technique that I knew.
I doubt that patent could stand a testing in a court. Changing the palette to do animation and effects is an old and widely used idea. For example some old Amiga and Atari games use palette cycling to do running water.
If so, there wouldn't be a single game using normal mapping being made if royalties are not paid to Crytek.
What's Crytek got to do with normal mapping? Do you mean normal maps as in DOT3?
I’ve read somewhere that normal mapping is actually a rather old bump mapping technique, originally developed for offline rendering. The source didn’t say by whom, does anyone know?
Also what was the first commercial game to use it?