Sign Up

Sign Up to our social questions and Answers Engine to ask questions, answer people’s questions, and connect with other people.

Have an account? Sign In

Have an account? Sign In Now

Sign In

Login to our social questions & Answers Engine to ask questions answer people’s questions & connect with other people.

Sign Up Here

Forgot Password?

Don't have account, Sign Up Here

Forgot Password

Lost your password? Please enter your email address. You will receive a link and will create a new password via email.

Have an account? Sign In Now

You must login to ask a question.

Forgot Password?

Need An Account, Sign Up Here

Please briefly explain why you feel this question should be reported.

Please briefly explain why you feel this answer should be reported.

Please briefly explain why you feel this user should be reported.

Sign InSign Up

The Archive Base

The Archive Base Logo The Archive Base Logo

The Archive Base Navigation

  • Home
  • SEARCH
  • About Us
  • Blog
  • Contact Us
Search
Ask A Question

Mobile menu

Close
Ask a Question
  • Home
  • Add group
  • Groups page
  • Feed
  • User Profile
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Buy Points
  • Users
  • Help
  • Buy Theme
  • SEARCH
Home/ Questions/Q 1094351
In Process

The Archive Base Latest Questions

Editorial Team
  • 0
Editorial Team
Asked: May 16, 20262026-05-16T23:57:39+00:00 2026-05-16T23:57:39+00:00

I’m learning to use normal maps (per pixel lighting?) in 2D graphics with OpenGL.

  • 0

I’m learning to use normal maps (per pixel lighting?) in 2D graphics with OpenGL.

New to normal mapping, I managed to wrap my head around the Sobel operator and the generation of normal maps (mostly thanks to this), that is creating a (2D) array of normals from a (2D) array of pixel data.

(Most of the tutorials and forum threads that I have found were specific to 3D uses and modelling software. I aim to implement this functionality myself, in C++.)

  • What do I do once I’ve got the normal
    map?
  • Do I need to register it with
    OpenGL?
  • Does it need to be associated
    with the texture, if yes, how is it
    done?
  • How is it mapped to a 2D
    textured quad?
  • (Is this something that
    I can do without shaders / GLSL?)
  • 1 1 Answer
  • 0 Views
  • 0 Followers
  • 0
Share
  • Facebook
  • Report

Leave an answer
Cancel reply

You must login to add an answer.

Forgot Password?

Need An Account, Sign Up Here

1 Answer

  • Voted
  • Oldest
  • Recent
  • Random
  1. Editorial Team
    Editorial Team
    2026-05-16T23:57:40+00:00Added an answer on May 16, 2026 at 11:57 pm

    I recommend you look at:

    This nvidia presentation on bumb mapping

    I haven’t looked at this for a while, but I remember it going over most of the details in implementing a bump map shader, should get a few ideas running.

    This other nvidia tutorial for implementing bump mapping in the cg shader langauge

    This bump mapping tutorial might also be helpful.

    I know all these are not for full normal mapping but they’re a good start.

    Also, while there are differences in shader languages it shouldn’t be to hard to convert formulers between them if you want to use GLSL.

    As ybungalobill said, you can do it without shaders but unless you are working on an educational project (for your education) or a particular embedded device, I have no idea why the hell you would want to – but if you do need to this is where you want to look, it was written before shaders, and updated to reference them later.

    • 0
    • Reply
    • Share
      Share
      • Share on Facebook
      • Share on Twitter
      • Share on LinkedIn
      • Share on WhatsApp
      • Report

Sidebar

Explore

  • Home
  • Add group
  • Groups page
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Users
  • Help
  • SEARCH

Footer

© 2021 The Archive Base. All Rights Reserved
With Love by The Archive Base

Insert/edit link

Enter the destination URL

Or link to existing content

    No search term specified. Showing recent items. Search or use up and down arrow keys to select an item.