Bump Mapping
Specular component
- Diffuse factor = N.L, Specular factor = N.H ^ shiny
- Transform V into tangent space, H = .5 (V + L),
- But raise to power? Copy to texture, use a table
- texture load (e.g. glPixelMap, DDPF_PALETTEINDEXEDn or host processing)
- Post-lookup (e.g. GL_TEXTURE_COLOR_TABLE_SGI)