S
scheherazade0xf
Guest
what i meant was
bump = normal, when it comes to lighting.
they are used to do the same thing inside the engine
difference being, that bump are converted into normal internally for lighting purposes.
so if you can read in normal maps, you just skip the internal step that has to be done.
but both accomplish the same thing.
except
bump maps can be used for displacement mapping, wheras normal maps aren't.
i think the shitty bump maps you are thinking of are the multitexture type, where the bump map isn't really bump, but just a light/dark texture overlayed onto the diffuse maps to just give the final result some light/dark regions.
early 'bump mapped' games abused the term bump mapping. it's just a multitexture.
-scheherazade
bump = normal, when it comes to lighting.
they are used to do the same thing inside the engine
difference being, that bump are converted into normal internally for lighting purposes.
so if you can read in normal maps, you just skip the internal step that has to be done.
but both accomplish the same thing.
except
bump maps can be used for displacement mapping, wheras normal maps aren't.
i think the shitty bump maps you are thinking of are the multitexture type, where the bump map isn't really bump, but just a light/dark texture overlayed onto the diffuse maps to just give the final result some light/dark regions.
early 'bump mapped' games abused the term bump mapping. it's just a multitexture.
-scheherazade