Sorry question on bumpmapping

Posted By: FeiHongJr

Sorry question on bumpmapping - 05/26/05 06:28

Hello, Ive been trying this over and over again yet i cant get it to work. First off im using a nividia geforce4 mx 420.. which could likley be my problem right there. So im curious is bump mapping possible with my graphics card. If so I hate to ask but could someone possibly show me a code and explain the steps needed to create a normal map for this... Also is it possible to create a normal map in a program like gimp or the like.. Or is a special program needed. Again sorry i know this has been asked at least a thousand and one times just still havent had any luck. I was told before fixed function shaders would work on my card but again no luck... Ive succesfully used enviromental mapping however. Thanks in advance and any and all help will be greatly appreciated.
Posted By: PHeMoX

Re: Sorry question on bumpmapping - 05/26/05 10:44

Mmmm, I kind of forgot, but that card doesn't support shaders, that you'll need....


Code:
 Driver:                        nv4_disp.dll

Description: NVIDIA GeForce4 MX 440

DriverVersion: 661024

VendorId: 4318

DeviceId: 369

SubSysId: 0

Revision: 163



DeviceType: 1

AdapterOrdinal: 0

Caps: READ_SCANLINE

Caps2: CANRENDERWINDOWED FULLSCREENGAMMA DYNAMICTEXTURES

Caps3: ALPHA_FULLSCREEN_FLIP_OR_DISCARD

Presentation Intervals: IMMEDIATE ONE TWO THREE FOUR

Cursor Caps: COLOR

Dev Caps: EXECUTESYSTEMMEMORY EXECUTEVIDEOMEMORY TLVERTEXSYSTEMMEMORY TLVERTEXVIDEOMEMORY

TEXTUREVIDEOMEMORY DRAWPRIMTLVERTEX CANRENDERAFTERFLIP TEXTURENONLOCALVIDMEM

DRAWPRIMITIVES2 DRAWPRIMITIVES2EX HWTRANSFORMANDLIGHT CANBLTSYSTONONLOCAL

HWRASTERIZATION PUREDEVICE

Primitive Misc Caps: MASKZ CULLNONE CULLCW CULLCCW COLORWRITEENABLE CLIPTLVERTS TSSARGTEMP BLENDOP

Raster Caps: DITHER FOGVERTEX FOGTABLE MIPMAPLODBIAS ZBIAS FOGRANGE ANISOTROPY WBUFFER WFOG

ZFOG COLORPERSPECTIVE STRETCHBLTMULTISAMPLE

Z Cmp Caps: NEVER LESS EQUAL LESSEQUAL GREATER NOTEQUAL GREATEREQUAL ALWAYS

Src Blend Caps: ZERO ONE SRCCOLOR INVSRCCOLOR SRCALPHA INVSRCALPHA DESTALPHA INVDESTALPHA

DESTCOLOR INVDESTCOLOR SRCALPHASAT BOTHSRCALPHA BOTHNVSRCALPHA

Dest Blend Caps: ZERO ONE SRCCOLOR INVSRCCOLOR SRCALPHA INVSRCALPHA DESTALPHA INVDESTALPHA

DESTCOLOR INVDESTCOLOR SRCALPHASAT BOTHSRCALPHA BOTHNVSRCALPHA

Alpha Cmp Caps: NEVER LESS EQUAL LESSEQUAL GREATER NOTEQUAL GREATEREQUAL ALWAYS

Shade Caps: COLORGOURAUDRGB SPECULARGOURAUDRGB ALPHAGOURAUDBLEND FOGGOURAUD

Texture Caps: PERSPECTIVE POW2 ALPHA ALPHAPALLETE NONPOW2CONDITIONAL PROJECTED CUBEMAP MIPMAP

MIPCUBEMAP CUBEMAP_POW2

Texture Filter Caps: MINFPOINT MINFLINEAR MINFANISOTROPIC MIPFPOINT MIPFLINEAR MAGFPOINT MAGFLINEAR

Cube Texture Filter Caps: MINFPOINT MINFLINEAR MIPFPOINT MIPFLINEAR MAGFPOINT MAGFLINEAR

Volume Texture Filter Caps:

Texture Address Caps: WRAP MIRROR CLAMP INDEPENDENTUV

Volume Texture Address Caps:

Line Caps: TEXTURE ZTEST BLEND ALPHACMP FOG

MaxTextureSize: 2048x2048

Max Volume Extent: 0

Max Texture Repeat: 8192

Max Texture Aspect Ratio: 2048

Max Anisotropy: 2

Max Vertex W: 10000000000.000000

GuardBand L/T/R/B: -100000000.000000 / -100000000.000000 / 100000000.000000 / 100000000.000000

Extents Adjust: 0.000000

Stencil Caps: KEEP ZERO REPLACE INCRSAT DECRSAT INVERT INCR DECR

FVF Caps: TEXCOORDCOUNTMASK DONOTSTRIPELEMENTS

Texture Op Caps: DISABLE SELECTARG1 SELECTARG2 MODULATE MODULATE2X MODULATE4X ADD ADDSIGNED

ADDSIGNED2X SUBTRACT ADDSMOOTH BLENDDIFFUSEALPHA BLENDTEXTUREALPHA

BLENDFACTORALPHA BLENDTEXTUREALPHAPM BLENDCURRENTALPHA MODULATEALPHA_ADDCOLOR

MODULATECOLOR_ADDALPHA MODULATEINVALPHA_ADDCOLOR MODULATEINVCOLOR_ADDALPHA

DOTPRODUCT3 MULTIPLYADD LERP

Max Texture Blend Stages: 8

Max Simultaneous Textures: 2

Vertex Processing Caps: TEXGEN DIRECTIONALLIGHTS POSITIONALLIGHTS LOCALVIEWER

Max Active Lights: 8

Max User Clip Planes: 0

Max Vertex Blend Matrices: 2

Max Vertex Blend Matrix Index: 0

Max Point Size: 64.000000

Max Primitive Count: 65535

Max Vertex Index: 65535

Max Streams: 16

Max Stream Stride: 255

Vertex Shader Version: 0.0

Max Vertex Shader Const: 0

Pixel Shader Version: 0.0

Max Pixel Shader Value: 0.000000



And this one is even a little newer, but doesn't support vs or ps... In some thread someone mentioned something about software emulation, but I think you're out of luck here..

Cheers
Posted By: Matt_Aufderheide

Re: Sorry question on bumpmapping - 05/26/05 10:48

Bump mapping is for sure possible in a non-shader Geforece MX.. It wont like as good as a pixel shader would, but its better than nothing. look in the A6 documentation, there is an example in there somewhere, called somehting like reptile skin ...
Posted By: FeiHongJr

Re: Sorry question on bumpmapping - 05/26/05 10:56

not sure what all that code meant but i understood im outta luck I knew it didnt support vertex or pixel shaders just wasnt sure since was told fixed functions would still work. Sighs oh well...

is enviromental mapping a shader? Im reffering to the tutorial for enviroment mapping on a sword from the wiki.If so what are a few other types of shaders that work along them lines.
Posted By: Steempipe

Re: Sorry question on bumpmapping - 05/26/05 21:32

The fixed-function pipe you can use. The Conitec effects.wdl and their Dot3 Bumpmap code in the manual has fixed-function effects that you can explore.

You should be able to do the FFP cubemapping.

There are quite a number of FFP codes floating around that you can get aquainted with in this forum and the wiki... There are also many DX6, and DX7, FFP code examples on the net. Between those and referencing the Microsoft DX effect file documentation you can probably pull off some interesting effects.
Posted By: FeiHongJr

Re: Sorry question on bumpmapping - 05/26/05 21:53

thanks steampipe. Youve really brightend my day

Edit:

Shrugs I have no idea what im doing ive tried the code in the manual. Just copied and pasted it. No luck. Prehaps im not using a proper normal map... which is very possible since i have no idea what it is. I just made a tga file in gimp put a black squigly line on a white background and gave it an alpha channel. sighs im lost.
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