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	<title>Comments on: 8. Bump Mapping in GLSL</title>
	<atom:link href="http://www.swiftless.com/tutorials/glsl/8_bump_mapping.html/feed" rel="self" type="application/rss+xml" />
	<link>http://www.swiftless.com/tutorials/glsl/8_bump_mapping.html</link>
	<description>Game Programming and Computer Graphics Tutorials</description>
	<lastBuildDate>Wed, 01 Feb 2012 09:19:36 +0000</lastBuildDate>
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		<title>By: Nick</title>
		<link>http://www.swiftless.com/tutorials/glsl/8_bump_mapping.html/comment-page-1#comment-4625</link>
		<dc:creator>Nick</dc:creator>
		<pubDate>Mon, 30 Jan 2012 04:53:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.swiftless.com/?p=626#comment-4625</guid>
		<description>Hey, nice job on the GLSL tutorials, I&#039;ve finally come to understand and run a toon shader based on what I learned here.

I&#039;ve been testing this with a glut teapot, and I can&#039;t see the effects of the bump mapping shade. Should I be noticing anything different with the teapot? Or will I have to render a complex model?</description>
		<content:encoded><![CDATA[<p>Hey, nice job on the GLSL tutorials, I&#8217;ve finally come to understand and run a toon shader based on what I learned here.</p>
<p>I&#8217;ve been testing this with a glut teapot, and I can&#8217;t see the effects of the bump mapping shade. Should I be noticing anything different with the teapot? Or will I have to render a complex model?</p>
]]></content:encoded>
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	<item>
		<title>By: BabyStuey</title>
		<link>http://www.swiftless.com/tutorials/glsl/8_bump_mapping.html/comment-page-1#comment-2514</link>
		<dc:creator>BabyStuey</dc:creator>
		<pubDate>Mon, 10 Oct 2011 08:18:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.swiftless.com/?p=626#comment-2514</guid>
		<description>You&#039;ve probably figured this out by now, but I was able to copy shader.h and shader.cpp from any of the previous lessons in this tutorial. The files don&#039;t change at all between lessons 2 through 7, so just copy the files from any of those and they&#039;ll work fine.</description>
		<content:encoded><![CDATA[<p>You&#8217;ve probably figured this out by now, but I was able to copy shader.h and shader.cpp from any of the previous lessons in this tutorial. The files don&#8217;t change at all between lessons 2 through 7, so just copy the files from any of those and they&#8217;ll work fine.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: [GLSL] Bump Map &#171; 逍遙文工作室</title>
		<link>http://www.swiftless.com/tutorials/glsl/8_bump_mapping.html/comment-page-1#comment-2229</link>
		<dc:creator>[GLSL] Bump Map &#171; 逍遙文工作室</dc:creator>
		<pubDate>Wed, 07 Sep 2011 19:20:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.swiftless.com/?p=626#comment-2229</guid>
		<description>[...] 參考：8. Bump Mapping in GLSL、Bump Mapping using GLSL、OpenGL:Tutorials:GLSL Bump Mapping、Normal Mapping Demo。 Share this:ShareEmailPrintFacebookTwitterLike this:LikeBe the first to like this post. [...]</description>
		<content:encoded><![CDATA[<p>[...] 參考：8. Bump Mapping in GLSL、Bump Mapping using GLSL、OpenGL:Tutorials:GLSL Bump Mapping、Normal Mapping Demo。 Share this:ShareEmailPrintFacebookTwitterLike this:LikeBe the first to like this post. [...]</p>
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	</item>
	<item>
		<title>By: Wayne</title>
		<link>http://www.swiftless.com/tutorials/glsl/8_bump_mapping.html/comment-page-1#comment-1986</link>
		<dc:creator>Wayne</dc:creator>
		<pubDate>Mon, 25 Jul 2011 19:53:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.swiftless.com/?p=626#comment-1986</guid>
		<description>Where is &quot;Shader.h&quot;?</description>
		<content:encoded><![CDATA[<p>Where is &#8220;Shader.h&#8221;?</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: MarioL</title>
		<link>http://www.swiftless.com/tutorials/glsl/8_bump_mapping.html/comment-page-1#comment-1683</link>
		<dc:creator>MarioL</dc:creator>
		<pubDate>Tue, 24 May 2011 13:56:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.swiftless.com/?p=626#comment-1683</guid>
		<description>Sorry Swiftless, my bad. I should have read every paragraph carefully.

Keep on the good work.

MarioL</description>
		<content:encoded><![CDATA[<p>Sorry Swiftless, my bad. I should have read every paragraph carefully.</p>
<p>Keep on the good work.</p>
<p>MarioL</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Swiftless</title>
		<link>http://www.swiftless.com/tutorials/glsl/8_bump_mapping.html/comment-page-1#comment-1663</link>
		<dc:creator>Swiftless</dc:creator>
		<pubDate>Fri, 20 May 2011 02:16:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.swiftless.com/?p=626#comment-1663</guid>
		<description>Hi MarioL,

I thought I had mentioned in the tutorial that you can go on to tangent based bump mapping techniques which take into account geometry tranformations.

You are exactly on the right track though! Good work.

Cheers,
Swiftless</description>
		<content:encoded><![CDATA[<p>Hi MarioL,</p>
<p>I thought I had mentioned in the tutorial that you can go on to tangent based bump mapping techniques which take into account geometry tranformations.</p>
<p>You are exactly on the right track though! Good work.</p>
<p>Cheers,<br />
Swiftless</p>
]]></content:encoded>
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	<item>
		<title>By: MarioL</title>
		<link>http://www.swiftless.com/tutorials/glsl/8_bump_mapping.html/comment-page-1#comment-1637</link>
		<dc:creator>MarioL</dc:creator>
		<pubDate>Thu, 05 May 2011 15:57:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.swiftless.com/?p=626#comment-1637</guid>
		<description>I was checking your OpenGL 4 tutorials, which are great btw, and I stumbled on this one. I implemented a bump mapping in the past so I was interested to see your technique. 

I seems to me that the way you implemented it is too simplistic and can only work if the geometry is facing up. If the orientation of the object changes, the values inside the normal map won&#039;t consider it and the lighting will not be accurate. 
You need to take the geometry and the orientation of the object into account. You either have to bring the normals from the normal map into the object space or bring the light into the space of every face of the geometry you render.</description>
		<content:encoded><![CDATA[<p>I was checking your OpenGL 4 tutorials, which are great btw, and I stumbled on this one. I implemented a bump mapping in the past so I was interested to see your technique. </p>
<p>I seems to me that the way you implemented it is too simplistic and can only work if the geometry is facing up. If the orientation of the object changes, the values inside the normal map won&#8217;t consider it and the lighting will not be accurate.<br />
You need to take the geometry and the orientation of the object into account. You either have to bring the normals from the normal map into the object space or bring the light into the space of every face of the geometry you render.</p>
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	</item>
	<item>
		<title>By: Swiftless</title>
		<link>http://www.swiftless.com/tutorials/glsl/8_bump_mapping.html/comment-page-1#comment-914</link>
		<dc:creator>Swiftless</dc:creator>
		<pubDate>Tue, 17 Aug 2010 02:54:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.swiftless.com/?p=626#comment-914</guid>
		<description>Hey YellowMind,

This often happens when there is an error in your shader and it fails to compile.

Cheers,
Swiftless</description>
		<content:encoded><![CDATA[<p>Hey YellowMind,</p>
<p>This often happens when there is an error in your shader and it fails to compile.</p>
<p>Cheers,<br />
Swiftless</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: YellowMind</title>
		<link>http://www.swiftless.com/tutorials/glsl/8_bump_mapping.html/comment-page-1#comment-913</link>
		<dc:creator>YellowMind</dc:creator>
		<pubDate>Mon, 16 Aug 2010 14:07:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.swiftless.com/?p=626#comment-913</guid>
		<description>Thanks for the tutorial.
My result of the program showing in the lower link is strange.

http://img148.imageshack.us/img148/3256/22014693.jpg

It seems that I made a blend of the color map and the normal map...</description>
		<content:encoded><![CDATA[<p>Thanks for the tutorial.<br />
My result of the program showing in the lower link is strange.</p>
<p><a href="http://img148.imageshack.us/img148/3256/22014693.jpg"  rel="nofollow">http://img148.imageshack.us/img148/3256/22014693.jpg</a></p>
<p>It seems that I made a blend of the color map and the normal map&#8230;</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Swiftless</title>
		<link>http://www.swiftless.com/tutorials/glsl/8_bump_mapping.html/comment-page-1#comment-904</link>
		<dc:creator>Swiftless</dc:creator>
		<pubDate>Sun, 08 Aug 2010 21:55:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.swiftless.com/?p=626#comment-904</guid>
		<description>Hey Michal,

That is totally correct, it is a habit I picked up from using the fixed-function pipeline for years, but isn&#039;t needed with GLSL.

Cheers,
Swiftless</description>
		<content:encoded><![CDATA[<p>Hey Michal,</p>
<p>That is totally correct, it is a habit I picked up from using the fixed-function pipeline for years, but isn&#8217;t needed with GLSL.</p>
<p>Cheers,<br />
Swiftless</p>
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