In the meantime i have implemented a solution myself. It works perfectly
and it looks better than some of the filters which can be found on the
net. I think this is because those do the finite differencing in only
one direction on each of the x and y axis (which drops a lot of the
surface's "signal" information).
my implementation can be found here:
The open source project celestia ( http://www.yqcomputer.com/
) was a
great help. Also these 2 papers and a nehe article on hw dot3
bump-mapping in OpenGL:
1. Mark Kilgard "A Practical and Robust Bump-mapping Technique for
2. nvidia "All the Polygons You Can Eat"
i just thought i'd drop this information here even if it took me quite
long, maybe it is of some use for anyone later on :)