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- {: Using the GLBumpShader for object space bump mapping.
- The bump shader runs an ambient light pass and a pass for
- each light shining in the scene. There are currently 2
- bump methods: a dot3 texture combiner and a basic ARB
- fragment program.
- The dot3 texture combiner only supports diffuse lighting
- but is fast and works on lower end graphics adapters.
- The basic ARBFP method supports diffuse and specular
- lighting
- Both methods pick up the light and material options
- through the OpenGL state.
- The normal map is expected as the primary texture.
- Diffuse textures are supported through the secondary
- texture and can be enabled using the boDiffuseTexture2
- bump option.
- Specular textures are supported through the tertiary
- texture and can be enabled using the boSpecularTexture3
- bump option and setting the SpecularMode to smBlinn or
- smPhong (smOff will disable specular in the shader).
- With the boLightAttenutation flag set the shader will
- use the OpenGL light attenuation coefficients when
- calculating light intensity.
- }
- program BunnyBumpD;
- uses
- Forms,
- fdBunnyBump in 'fdBunnyBump.pas' {Form1};
- {$R *.res}
- begin
- Application.Initialize;
- Application.CreateForm(TForm1, Form1);
- Application.Run;
- end.
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