Can anyone explain how specular bumpmapping is done on registercombiner/OpenGL 1.X multitexture hardware?
Diffuse normal mapping is relatively straightforward to understand (roughly, three lightmaps blended by vertex values), but I haven’t been able to find a satisfactory explanation on how the specular effect is achieved, anywhere.
I figure part of the solution is taking the viewpoint-vector into account, and then maybe subtracting that from the diffuse and then enhancing the brightness of the resulting texture? Is this completely of target?
Diffuse normal mapping is relatively straightforward to understand (roughly, three lightmaps blended by vertex values), but I haven’t been able to find a satisfactory explanation on how the specular effect is achieved, anywhere.
I figure part of the solution is taking the viewpoint-vector into account, and then maybe subtracting that from the diffuse and then enhancing the brightness of the resulting texture? Is this completely of target?