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	<title>Comments on: Bump Mapped &#038; Cloth / Debug Beacon Line Width</title>
	<link>http://www.vintfalken.com/bump-mapped-cloth-debug-beacon-line-width/</link>
	<description>Exporting an SL photographer's Second Life</description>
	<pubDate>Thu, 17 May 2012 06:01:14 +0000</pubDate>
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		<title>By: Vint Falken</title>
		<link>http://www.vintfalken.com/bump-mapped-cloth-debug-beacon-line-width/#comment-1167</link>
		<dc:creator>Vint Falken</dc:creator>
		<pubDate>Fri, 27 Apr 2007 14:37:46 +0000</pubDate>
		<guid>http://www.vintfalken.com/bump-mapped-cloth-debug-beacon-line-width/#comment-1167</guid>
		<description>I've tried, but a first quick glance at things doesn't reveal any difference.</description>
		<content:encoded><![CDATA[<p>I&#8217;ve tried, but a first quick glance at things doesn&#8217;t reveal any difference.</p>
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		<title>By: Veyron Supercharge</title>
		<link>http://www.vintfalken.com/bump-mapped-cloth-debug-beacon-line-width/#comment-1143</link>
		<dc:creator>Veyron Supercharge</dc:creator>
		<pubDate>Thu, 26 Apr 2007 19:44:20 +0000</pubDate>
		<guid>http://www.vintfalken.com/bump-mapped-cloth-debug-beacon-line-width/#comment-1143</guid>
		<description>I'll have to check out the difference tonight.  SL has been so pathetically bad since the upgrade, I was not really checking that part out.

I'll take some screen shots and post them when I have a chance.</description>
		<content:encoded><![CDATA[<p>I&#8217;ll have to check out the difference tonight.  SL has been so pathetically bad since the upgrade, I was not really checking that part out.</p>
<p>I&#8217;ll take some screen shots and post them when I have a chance.</p>
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		<title>By: Vint Falken</title>
		<link>http://www.vintfalken.com/bump-mapped-cloth-debug-beacon-line-width/#comment-1140</link>
		<dc:creator>Vint Falken</dc:creator>
		<pubDate>Thu, 26 Apr 2007 18:48:13 +0000</pubDate>
		<guid>http://www.vintfalken.com/bump-mapped-cloth-debug-beacon-line-width/#comment-1140</guid>
		<description>Grmbl! One day, I'll really have to shoot you because you keep telling me things I already now! (Luckily, you also say a lot I didn't know yet. ;))

So. Do you actually _see_ a difference toggling this on and off? I don't. :( Same for the debug beacon line width!</description>
		<content:encoded><![CDATA[<p>Grmbl! One day, I&#8217;ll really have to shoot you because you keep telling me things I already now! (Luckily, you also say a lot I didn&#8217;t know yet. ;))</p>
<p>So. Do you actually _see_ a difference toggling this on and off? I don&#8217;t. :( Same for the debug beacon line width!</p>
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	<item>
		<title>By: Veyron Supercharge</title>
		<link>http://www.vintfalken.com/bump-mapped-cloth-debug-beacon-line-width/#comment-1133</link>
		<dc:creator>Veyron Supercharge</dc:creator>
		<pubDate>Thu, 26 Apr 2007 04:19:11 +0000</pubDate>
		<guid>http://www.vintfalken.com/bump-mapped-cloth-debug-beacon-line-width/#comment-1133</guid>
		<description>From Wikipedia, http://en.wikipedia.org/wiki/Bump_map

Bump mapping is a computer graphics technique where at each pixel, a perturbation to the surface normal of the object being rendered is looked up in a heightmap and applied before the illumination calculation is done (see, for instance, Phong shading). The result is a richer, more detailed surface representation that more closely resembles the details inherent in the natural world. Normal mapping is the most commonly used bump mapping technique, but there are other alternatives, such as parallax mapping.

The difference between displacement mapping and bump mapping is evident in the example images; in bump mapping, the normal alone is perturbed, not the geometry itself. This leads to artifacts in the silhouette of the object (the sphere still has a circular silhouette).</description>
		<content:encoded><![CDATA[<p>From Wikipedia, <a href="http://en.wikipedia.org/wiki/Bump_map" rel="nofollow">http://en.wikipedia.org/wiki/Bump_map</a></p>
<p>Bump mapping is a computer graphics technique where at each pixel, a perturbation to the surface normal of the object being rendered is looked up in a heightmap and applied before the illumination calculation is done (see, for instance, Phong shading). The result is a richer, more detailed surface representation that more closely resembles the details inherent in the natural world. Normal mapping is the most commonly used bump mapping technique, but there are other alternatives, such as parallax mapping.</p>
<p>The difference between displacement mapping and bump mapping is evident in the example images; in bump mapping, the normal alone is perturbed, not the geometry itself. This leads to artifacts in the silhouette of the object (the sphere still has a circular silhouette).</p>
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