How to Bumpmap ?

General discussion about Celestia that doesn't fit into other forums.
Topic author
Guest

How to Bumpmap ?

Post #1by Guest » 22.07.2002, 23:19

I don't see the bumpmap effect ? Does this feature work on any machine ?
I'm running Windows 2000, 1 GHZ 256k
The OPENGL info are below.
I can use 16k textures (it is slow but it works)
So why not Bump maps ?
Any Idea ?
Eric


OPENGL info
Vendor: ATI Technologies Inc.

Renderer: Radeon 7000 DDR x86/SSE

Version: 1.3.2420 Win2000 Release

Max simultaneous textures: 3

Max texture size: 2048



Supported Extensions:

GL_ARB_multitexture

GL_ARB_texture_border_clamp

GL_ARB_texture_cube_map

GL_ARB_texture_env_add

GL_ARB_texture_env_combine

GL_ARB_texture_env_crossbar

GL_ARB_texture_env_dot3

GL_ARB_transpose_matrix

GL_ARB_vertex_blend

GL_ARB_window_pos

GL_ATI_envmap_bumpmap

GL_ATI_texture_mirror_once

GL_ATI_vertex_streams

GL_ATIX_texture_env_combine3

GL_ATIX_texture_env_route

GL_ATIX_vertex_shader_output_point_size

GL_EXT_abgr

GL_EXT_bgra

GL_EXT_clip_volume_hint

GL_EXT_compiled_vertex_array

GL_EXT_draw_range_elements

GL_EXT_fog_coord

GL_EXT_packed_pixels

GL_EXT_point_parameters

GL_EXT_rescale_normal

GL_EXT_secondary_color

GL_EXT_separate_specular_color

GL_EXT_stencil_wrap

GL_EXT_texgen_reflection

GL_EXT_texture_env_add
GL_EXT_texture3D
GL_EXT_texture_cube_map
GL_EXT_texture_edge_clamp
GL_EXT_texture_env_combine
GL_EXT_texture_env_dot3
GL_EXT_texture_lod_bias
GL_EXT_texture_filter_anisotropic
GL_EXT_texture_object
GL_EXT_vertex_array
GL_KTX_buffer_region
GL_NV_texgen_reflection
GL_NV_blend_square
GL_SGI_texture_edge_clamp
GL_SGIS_texture_border_clamp
GL_SGIS_texture_lod
GL_SGIS_generate_mipmap
GL_SGIS_multitexture
GL_WIN_swap_hint
WGL_EXT_extensions_string
WGL_EXT_swap_control

D.Edwards
Posts: 136
Joined: 25.05.2002
With us: 22 years 6 months
Location: Oregon/USA

Re: Bumpmap

Post #2by D.Edwards » 23.07.2002, 01:47

I had similar problems when I bought an ATI Radeon 8500 with 128MB of memory. Its the video card. Celestia can't make the required OpenGL calls to the pixel and vertex shadders on an ATI card like they can with an NVidia card. Chris the creator of Celestia works for NVidia from I understand so you can see that he would have all the coding tools required to make bumpmapping work with NVidia cards. He dosn't have access to all the code required to make Celestia work with an ATI based cards at this time.
This also means that you can't see any specular lighting effects on Earths oceans such as the suns light being reflected. This doesn't mean he wont build in the ability but just don't expect it anytime soon.
If these features are important then you may consider buying an NVidia card instead. If you check thoughout the forum its video card of choice. I returned my ATI and chose to wait till I could afford the video card I first intended to buy. An Nvidia GeForce4 Ti4400 128MB.

Anon

Post #3by Anon » 23.07.2002, 08:25

Celestia is open source. Everybody is free to make adaptation to Radeon extensions too.

gcaussade2

Graphics card

Post #4by gcaussade2 » 25.07.2002, 03:17

This is upsetting news. I was looking forward to buying the new Radeon 9700. Its the first time that experts like http://www.anandtech.com and other neutral people seem to think ATI has a much better card than nVidia...until November, that is.

I really hope someone makes the extensions. I hate to see an open source project turn into an nVidia only fest. Maybe the new DirectX 9 helps here? I guess using OpenGL, but I can't see what is so difficult in supporting Radeon.

Are there new standards that allow bump mapping to work on most any card?

I really don't want to buy a slower nVidia card just for Celestia, but maybe I have too :)

-Jerry


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