Quote:

which part of the code actually puts the bumpmapping-effect on the cube

EDIT: I enbled AlhpaBlendEnable and i got the bumpmapping effect. but there is no colors.




@ whine that's not the shader I am trying to convert... that's the one Reaver posted... the bumpmapping with show up even with alphaBlendEnable = false.
I don't understand why Reaver posted that... it's off topic...

Here's my code:

MATERIAL bumpmap
{
flags=tangent;

effect ="
texture entSkin1;
texture entSkin2;
matrix matWorldViewProj;
matrix matWorld;
vector vecLight;

technique dot3map
{
pass p0
{
Texture[0] = <entSkin2>;//2te Skin im Model ist die Normal Map
Texture[1] = <entSkin1>;//1te Skin im Model ist die Textur

ColorOp[0] = DotProduct3;
ColorArg1[0] = Texture;
ColorArg2[0] = Diffuse;
ColorOp[1] = Modulate2x;
ColorArg1[1] = Texture;
ColorArg2[1] = Current;

VertexShaderConstant[0]=<matWorldViewProj>;
VertexShaderConstant[4]=<matWorld>;
VertexShaderConstant[18]={1.0f,1.0f,1.0f,1.0f};
VertexShaderConstant[19]={0.5f,0.5f,0.5f,0.5f};
VertexShaderConstant[20]= <vecLight>;
VertexShaderConstant[30]={0.0f,1.0f,0.0f,0.0f};
VertexShaderConstant[31]={1.0f,0.0f,0.0f,0.0f};
VertexShaderConstant[32]={0.0f,0.0f,1.0f,0.0f};
VertexShaderConstant[90]={1.0f,0.0f,0.0f,0.0f}; //damit oFog gefüllt ist


VertexShader = asm
{
vs_1_1
dcl_position v0
dcl_normal v3
dcl_texcoord0 v7

m4x4 oPos, v0, c0
m4x4 r10,v0,c4
m4x4 r8,v3,c4
mov oT0, v7
mov oT1, v7
mov oT2, v7
mov oT3, v7

//calculate texture space matrix from normal and up
mul r0,c31,v3.zxyw //-1,0,0
mul r1,c32,v3.yzxw //0,0,-1
sub r0,r1,r0

dp3 r0.w,r0,r0
rsq r0.w,r0.w
mul r0,r0,r0.w //normalized right vector

mov r1, c30 //0,-1,0
mov r2.xyzw, r8

sub r9,c20,r10

dp3 r9.w,r9,r9
rsq r9.w,r9.w
mul r9,r9,r9.w //normalized light vector

m3x3 r3,r9,r0
mov r3.w,c30.w //transform light to texture space

add r3,r3,c18 //bias
mul r3,r3,c19//scale
mov oD0,r3.w
mov oFog,c90.x
};
}
}
technique fallback
{
pass P0
{
//set texture stage states
Texture[1] = <entSkin1>;
ColorArg1[1] = Texture; // stage 0 = skin texture
ColorOp[1] = Modulate;
ColorArg2[1] = Diffuse; // modulate by lighting

}
}
";
}