Finally got the bumpmapping shader to work! Must.. share.. screenshot!

Yes, I know you’ve all seen millions of bumpmapped things before, but this was a big thing for me.

The shader is written in GLSL, and I’ll try to keep all my shaders in there for maximum portability / minimum code duplication.
I really don’t want to write custom gpu assembler for every card out there, and the slowdown from custom code to GLSL isn’t that bad.

It took me a while to figure out that I needed to keep track of the handedness of the tangent space.

http://www.mojang.com/screenshots/bumpmap2.jpg

http://www.mojang.com/screenshots/bumpmaptest.jpg

GOOD GOD! Why the hell hasn’t a big game company picked you up!?!?! Actually, I’m glad they haven’t :slight_smile: Need you to keep building these wonderful things in Java. Is this a cave I can get into yet? Where in the game? :slight_smile:

-Chris

NICE ;D

And… wurmonline looks a lot better on my new shiny ati 850xt pe graphics card compared to my old geforce2 mx too, bring on the shader magic :wink:

Caves are coming “soon”. The game protocol changes are almost done, and much of the rendering. There’s still a lot of interaction still missing (clipping movement for one), and then there’s probably some stuff on the server I don’t know about. :wink:

But we’re working on it. =D

Wowies that’s awesome indeed! Now if I could just get a better video card in my laptop…

WOW. That’s stunning. ;D