I’ve just upgraded by Java port of Cal3D to 0.10 which includes support for tangent spaces and our artist is producing normal maps for our characters - now I’ve got to make them work! I understand the basic principles, but there’s still quite a gap left to jump to working out how to do it in OpenGL. Googling suggests a variety of shader programs (which I’d like to avoid for a while yet) or using the DOT3 ARB extension - and I haven’t been able to find any good references for how to use that.
I’d be very grateful if anyone could give me some good pointers (or even better code snippets) for doing normal mapping in OpenGL?
Also, if you have any hints on how to do per pixel specular lighting with a specular map, I’d appreciate that too!