PC Paradox heeft een artikel over bump mapping in elkaar gekwakt. Als je de screenshots van de G400 bekeken hebt dan zul je gezien hebben dat (environment-mapped) bump mapping errug vet is. Hier heb je een hap info over deze vorm van bump mapping:
Environment mapping is achieved through the use of 3 separate maps for each bump mapped object or scene. The first map is the base texture map containing all the normal colors of any texture mapped object. The second is the actual "bump" map. The bump map is a list of height values for each individual texel and is also known as a height map. This height map is then added to an "environment map" (thus it's name) which can be many things. Most often, the environment map is a light map, but often can be another texture map. The possibilities are endless on what the 2nd pass (the one with the environment map) can do. It can perform many effects and is the reason why Environment mapping is so flexible. Once the environment map, texture map, and bump map are finally blended together, the finished product is there.
Meer voer over bump mapping vind je in dit artikel van Gamasutra (gisteren in het nieuws).