jim wrote:Hi Fridger,
Why is your grayscale bumpmap invers ? My grayscale bumpmaps have white valey and black hills.
Well, since I use the alpha channel to convert the bump map into a normal map. Otherwise, I would not get brightness in illuminated areas. Example for testing: The southern end of South America: there are some nice snowy high Andes mountains. When the sun raises in the east the lit site must be white, the other one dark gray...
Now a question: work your normal-map correct i mean have shadows and light the real orientiation ? I have some truble with Celestia. Bumpmaping works only fine if i switch vertexshader off.
In my case everything works perfectly, but I had to invert the bumpmap in the alpha channel!
But nightlight is not fine. Vertexshader works only if i switch bumpmaping on. If bumpmaping and vertexshader is on all because bumpmaping work fine even haze. I thought haze can't used on a geforce2.
With sufficiently new NV-drivers haze works perfectly with a GF2 (I have one). I use the latest drivers.
Now some good news. I played a little bit with the generated normal-maps and split the RGB-channels. The complete information is stored in red- and green-channel where red has the horizontal- and green the vertical-values. If you lock close you will see that the picture of one channel is that what photoshop made with the relief-filter from a grayscale bumpmap. The trick is that the red-channel needs an angel of 0° and the green-channel 90°. Further there must be a temporary border added to the picture which have to be cut after filtering or you will get a line on the mapborder. This happens also if someone use a sharpness-filter on a planet-map (look at the yellow line on jupiter).
Why i tell you about this way ? The quality of such a normal-map is much better than this one made with Nvidias-commandline-tools :-)
I also get a big improvement using a 3x3 sampling instead of 5x5. The higher, the less structure...
My normal map is virtually perfect, meanwhile.
Another thing, the blue-channel must be fill with white-color (grayscale) because black mask the planet-map. I believ this can be used for specular-infomation this makes sence but i don't know. Please check the Celestia code.
But we have a special file for specular info...
Bye Fridger