Hey everyone, I just found out Plasma can handle normalmapping for real-time lamps !
Remember Todelmer ? Well, the asteroids seen from the pod have normalmapping. And it even works in Complete Chronicles !
It still feels a bit awkward, compared to what modern game engines can do. Maybe it's because of the lighting system, the lack of specularity, and because light is per-vertex. Parallax mapping or tessellation wouldn't hurt either. Ah well, let's not ask for too much
Still, might be interesting to get into PyPRP ! Configuration is a bit crazy, it needs the following:
- 1 base layer (base texture)
- 3 layers, one for each mapping dimension (U, V, W). All have a 16x16 texture (composed of color gradients). Each need specific flags in the layer params.
- 1 bump layer, with the typical blueish texture used in normal/bump mapping. I'm not even sure what kind of program can compute these - probably big ones like Gimp or Photoshop.