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Height Map Part6


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Author:  DigiBen

Finally, a realistic water tutorial using bump mapping!  This is probably the prettiest graphics tutorial we have made yet.  It builds off the previous reflection tutorial (HeightMap 5), but adds true reflections, refraction, bump mapping and caustic effects underwater.  Many important terms are discussed in detail about reflections, refractions, normal maps, dudv maps, Fresnel refrectance (Fresnel Term), tangent space (texture space), tangents, BiTangents (BiNormals), bump mapping and depth maps.  We use GLSL shaders to simulate the realistic water.  There is a lot of explanation, so don't get too frustrated with all the information.  Below you can download the tutorial, as well as view the important part of the tutorial in HTML or PDF with pictures.

Functions Used:  glBegin(), glEnd(), glVertex3i(), fopen(), fread(), fclose(), glBindTexture(), glMultiTexCoord2fARB(), glTexEnvi(), glClipPlane(), glBlendFunc(), glCullFace(), glPushMarix(), glPopMatrix(), gluBuild2DMipmaps(), glMatrixMode(), glActiveTextureARB(), glScalef(), glLoadIdentity(), glFogi(), glFogCoordfEXT(), glCopyTexSubImage2D(), glCopyTexImage2D(), glCreateShaderObjectARB(), glShaderSourceARB(), glCompileShaderARB(), glCreateProgramObjectARB(), glAttachObjectARB(), glLinkProgramARB(),  glUseProgramObjectARB(), glGetUniformLocationARB(), glDetachObjectARB(), glDeleteObjectARB(), glGetString(), wglGetProcAddress(), glUniform1iARB(), glUniform4fARB().

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