   bump mapping problems
  Hey everyone, I took the below code right out of the MS docs, to use as a starting point for adding bumpmapping to my engine.  I don't think the results are right, and was looking for guidance.If you look at the following screen shots you'll see it looks more like blending than a bumpmap:http://samples2.3dmuve.com:8080/photoalbum_preview.cgi?screenshots/011_bumpmapping_testI didn't think bumpmapping was just a fancy term for texture blending?  It's not supposed to be a light map or shade map, is it? I thought it was actually supposed to affect the way HW lighting works?Now what also threw me was the environment map.  The MS sample requires an environ map and a bump map along with the base texture.  In this example it's brick, and brick wont really reflect it's suroundings.  If I use an all white or all black texture it looks like I'm not doing anything at all.  I chose the ground texture which demonstrates a nice blend, but still not the bump affect I was hoping for.Does anyone have any suggestions on whay I'm doing wrong, or another way to approach this?Thanks// Set the color operations and arguments to prepare for//   bump mapping.// Stage 0: The base textured3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );d3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );d3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );d3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1 );d3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE ); d3dDevice->SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, 1 );// Stage 1: The bump map - Use luminance for this example.d3dDevice->SetTextureStageState( 1, D3DTSS_TEXCOORDINDEX, 1 );d3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_BUMPENVMAPLUMINANCE);d3dDevice->SetTextureStageState( 1, D3DTSS_COLORARG1, D3DTA_TEXTURE );d3dDevice->SetTextureStageState( 1, D3DTSS_COLORARG2, D3DTA_CURRENT );// Stage 2: A specular environment mapd3dDevice->SetTextureStageState( 2, D3DTSS_TEXCOORDINDEX, 0 );d3dDevice->SetTextureStageState( 2, D3DTSS_COLOROP, D3DTOP_ADD );d3dDevice->SetTextureStageState( 2, D3DTSS_COLORARG1, D3DTA_TEXTURE );d3dDevice->SetTextureStageState( 2, D3DTSS_COLORARG2, D3DTA_CURRENT );When the blending operations and arguments are set, the following code example sets the 2x2 bump mapping matrix to the identity matrix by setting the D3DTSS_BUMPENVMAPMAT00 and the D3DTSS_BUMPENVMAPMAT11 members of D3DTEXTURESTAGESTATETYPE to 1.0. Setting the matrix to the identity causes the system to use the delta values in the bump map unmodified, but this is not a requirement.// Set the bump mapping matrix.//// Note  These calls rely on the following inline shortcut function://   inline DWORD F2DW( FLOAT f ) { return *((DWORD*)&f); }d3dDevice->SetTextureStageState( 1, D3DTSS_BUMPENVMAT00, F2DW(1.0f) );d3dDevice->SetTextureStageState( 1, D3DTSS_BUMPENVMAT01, F2DW(0.0f) );d3dDevice->SetTextureStageState( 1, D3DTSS_BUMPENVMAT10, F2DW(0.0f) );d3dDevice->SetTextureStageState( 1, D3DTSS_BUMPENVMAT11, F2DW(1.0f) );// Set luminance controls. This is only needed when using// a bump map that contains luminance, and when the // D3DTOP_BUMPENVMAPLUMINANCE texture blending operation is// being used.//// Note  These calls rely on the following inline shortcut function://   inline DWORD F2DW( FLOAT f ) { return *((DWORD*)&f); }d3dDevice->SetTextureStageState( 1, D3DTSS_BUMPENVLSCALE, F2DW(0.5f) );d3dDevice->SetTextureStageState( 1, D3DTSS_BUMPENVLOFFSET, F2DW(0.0f) );
  Is my issue the format of the bumpmap itself?  Do I need to convert it?  It's currently a grey scale image, but maybe that's a mistake?Thanks   ;  i don't actually know but try playing with it for a while until someone reply's :) atleast worth a try :).and did u make the renderer yourself ?im getting pretty interested in your engine maybe cause im now learning how to build a particle system if my particle system is good (i want it to look next gen) we can work together on it cause after i learned particle system im gonna learn building a renderer (wich im gonna make next gen looking aswell) im a amateur but it will be a great learning experience.   ;  Havok1989, I have played with it a bit, and if I'm doing something wrong (which I'm sure I am) I'm just not sure what it is.The entire engine is all me, but I'm taking a very different approach I believe from what others do.  For one, I'm not concerned with the engine looking perfect as much as I want it to look reasonable so it's not overlooked, but I believe it's the game play that will differenciate things.  Unfortunately, I may never get to the game play because I always seem to go back and enhance things more and more :-)Also, I have no levels.  My vision is for a seamless, auto expanding (paging) universe, so as you travel things just load.  Not only on a single planet, traveling accross oceans, but to also have giant indoor environments that the player can seamlessly enter without delay.  I want to exit the planet to space and from space to another planet without delay.  I want to be able to construct a large facitility in game and have it just appear without delay, interior and all.  Just a completly virtual and seamless universe.  It sounds simple enough but no one does it.  My engine does :-)I'm actually almost done, everything I mentioned above is in place, I'm just tweaking some things (bump mapping, shadows), and then will start to build my game world.;  Do you have a download of this?   ;  I hope to release a test environment sometime soon, but nothing yet.  The only thing I have for now are some simple videos and screen shots. http://www.3dmuve.comHowever, I don't want to forget the original post.  If anyone has any suggestions on my bump mapping woes, I'd appreciate it.