Hi,
I’m looking for a way to implement Normal mapping, Specular mapping, and Color mapping into an object in 2D space with GLSL shaders. I google’d some tutorials, and they were either hard to understand, the wrong version than the last one, or calculated in 3D. I was looking for a good way to implement this lighting into a game engine with multiple lights and different materials. Basically the best lighting possible.
Also, I’m trying to avoid openGL 3.0+, because I absolutely love the deprecated pipeline :), But if you can find a good tutorial on that, or even a book, I’m okay with learning modern openGL if absolutely necessary.
EDIT: Second time I put it in the wrong board, sorry!