bump mapping quality and support

EdipisReks

Platinum Member
Sep 30, 2000
2,722
0
0
which is technically superior (performance, realism, etc), and which is supported in more games: Matrox's environmental bump mapping, or nVidia's per-pixel cube envirnoment bump mapping?

thanks!
--jacob
 

DaveB3D

Senior member
Sep 21, 2000
927
0
0
You've got things a bit confused.

1) Bitboys came up with EMBM
2) Cube mapping is a form of enviroment mapping
3) You are referencing dot3 bump mapping

To answer the basic question though, they both have advantages in different situations. Now I've not a lot of experiance with actually using them, but I believe dot3 is a bit easier to use (take a few textures, do a dot product op and you are all set). However, one of the key advantages of EMBM is that it can produce realistic pixel-level shadows from the bump map, which dot3 can't. So it just depends on the situation. They both look really good, if they are done properly. Which is better all depends on the situation.
 

PointlesS

Senior member
Mar 16, 2001
453
0
0
giants uses bump mapping...not sure which kind though...I think it's dot3...don't take my word on that though...
 

EdipisReks

Platinum Member
Sep 30, 2000
2,722
0
0
i thought that it might have been dot 3, but i remembered hearing it called cube mapping. i didn't know that bitboy's came up with the idea of EMBM, but considering that i have never heard of a bitboys product actually existing in hardware, i still feel alright calling EMBM matrox's, since the first records i ever saw regarding EMBM were when the matrox g400 came out. well, thanks for answering my question, daveB3D: that was the exact type of answer i was looking for.

--jacob
 

BFG10K

Lifer
Aug 14, 2000
22,709
2,980
126
I lot of games use bumpmapping. However there are a lot of different kinds of bumpmapping.
 
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