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Normal map - strange bug

Posted: 07.06.2003, 22:28
by Sum0
Sorry if this bug has been reported before...

Messing around with Mars textures, I defined a NormalMap texure and I got this strange problem where the only parts of the surface texture rendered were the highland (I think :? ) areas.

See;
Image

Here's all those beautiful driver details and stuff...

Celestia 1.3.1pre3
Duron 1Ghz
Windows XP
382Mb

Vendor: NVIDIA Corporation
Renderer: GeForce2 MX/AGP/SSE/3DNOW!
Version: 1.4.0
Max simultaneous textures: 2
Max texture size: 2048



Supported Extensions:

GL_ARB_imaging
GL_ARB_multitexture
GL_ARB_point_parameters
GL_ARB_texture_compression
GL_ARB_texture_cube_map
GL_ARB_texture_env_add
GL_ARB_texture_env_combine
GL_ARB_texture_env_dot3
GL_ARB_texture_mirrored_repeat
GL_ARB_transpose_matrix
GL_ARB_vertex_buffer_object
GL_ARB_vertex_program
GL_ARB_window_pos
GL_S3_s3tc
GL_EXT_abgr
GL_EXT_bgra
GL_EXT_blend_color
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_clip_volume_hint
GL_EXT_compiled_vertex_array
GL_EXT_draw_range_elements
GL_EXT_fog_coord
GL_EXT_multi_draw_arrays
GL_EXT_packed_pixels
GL_EXT_paletted_texture
GL_EXT_point_parameters
GL_EXT_rescale_normal
GL_EXT_secondary_color
GL_EXT_separate_specular_color
GL_EXT_shared_texture_palette
GL_EXT_stencil_wrap
GL_EXT_texture_compression_s3tc
GL_EXT_texture_cube_map
GL_EXT_texture_edge_clamp
GL_EXT_texture_env_add
GL_EXT_texture_env_combine
GL_EXT_texture_env_dot3
GL_EXT_texture_filter_anisotropic
GL_EXT_texture_lod
GL_EXT_texture_lod_bias
GL_EXT_texture_object
GL_EXT_vertex_array
GL_IBM_texture_mirrored_repeat
GL_KTX_buffer_region
GL_NV_blend_square
GL_NV_fence
GL_NV_fog_distance
GL_NV_light_max_exponent
GL_NV_packed_depth_stencil
GL_NV_pixel_data_range
GL_NV_point_sprite
GL_NV_register_combiners
GL_NV_texgen_reflection
GL_NV_texture_env_combine4
GL_NV_texture_rectangle
GL_NV_vertex_array_range
GL_NV_vertex_array_range2
GL_NV_vertex_program
GL_NV_vertex_program1_1
GL_NVX_ycrcb
GL_SGIS_generate_mipmap
GL_SGIS_multitexture
GL_SGIS_texture_lod
GL_WIN_swap_hint
WGL_EXT_swap_control

Posted: 07.06.2003, 23:09
by jrobert
I've seen also. I thought it was something I was doing wrong when I was playing with the Normal Maps... didn't know it was a bug. :?

Posted: 24.07.2003, 00:37
by GeYeR
I had the same problem, but while i was using a bumpmap as a normalmap, so you should be sure, that you are using a normalmap.(they are sort of pink color, bumpmaps are greyscale)
this also happens, when you use a surface map (the surfacetexture of the planet, very strange, that it does not have a special name).

this ist a normalmap:
Image
This ist a Bumpmap:
Image
and this the surface texture:
Image

Hope I could help you

Posted: 24.07.2003, 00:59
by Evil Dr Ganymede
GeYeR wrote:(the surfacetexture of the planet, very strange, that it does not have a special name).


'Colour map' would probably work fine for that.