Blitz3D Dot3 blending

Started by Coder Apprentice, February 15, 2018, 20:50:05

Previous topic - Next topic

Coder Apprentice

Hey Guys,

I'm working on a series of mini 3D games for retro systems (fixed function/DX7 hardware) that's also compatible with new machines, so Blitz3D seems like a perfect fit.

Do you guys have any proper info about how the Dot3 blending works in Blitz3D? I could create some neat effects with it but would like to know how to use it properly so I can get the most out of this feature. Did Mark ever explain how to use it, or how his implementation works? There is nothing in the docs. Of course I read some topics on the old BlitzBasic forums about this not being a proper Dot3 etc. but I would like to know what's possible with it.

The first problem I experienced is that if I use a normal map then it illuminates the opposite (not the one facing the light) side of the object and the normal map appears as a negative color image on the surface. It does this "negative" lighting effect with regular textures too.

If you guys have any info about or experience with this blending mode, please share.

Thanks,
Kris

RemiD

#1
hi,

i have a few examples of normal map lighting on my harddrive, wait...
here :
rd-stuff.fr/normal-map-3dhead-(FredBorg).7z
rd-stuff.fr/normal-map-athene-statue-(x).7z
rd-stuff.fr/normal-map-rock-(Vertex).7z

Coder Apprentice

Thanks Remi! I'll dive in...

:D

RemiD

#3
@Kris>>the code examples i have shared are quite good, there are others about this subject, but i don't see something which looks like bump mapping so i have just deleted them.

If you manage to implement a nice bump mapping effect on ground / wall / ceiling, please share an example. Thanks.

From what i understand the main limitation is that you can't use several lights, isn't it ?

And what about rigged skinned animated meshes ? can we use this effect on these ?