Bump Mapping
Another implementation
- DirectX 6 “environment-mapped bump mapping”
- Environment map texture stores global lighting
- Bump map stores Fu, Fv; used to perturb env map coords
- Approximates E(N - Fu - Fv) with E(N) - Fu - Fv
- Sphere map non-linear, so approximation suffers at edges
- 2x2 matrix transforms bump u, v to match env map
- Only supported by one device at time of writing