Tobi wrote:Besides this, a quick glance at the code indicated it is using bump mapping, and not normal mapping, which means one splat can be handled entirely by one texture unit (RGBH).
Now I did some more work on SM3 it appeared it does normal mapping, and not bump mapping; my initial assumption was wrong. (blame the useBumpMaps variable )jK wrote:SM3 doesn't use normalmapping yet
More precise, it does blending of 3 component normal maps, and normalizes as last step, right before using the normal in lighting calculations.