Matrox heeft een gepost met Philip Scott van Rage Software, de ontwikkelaars van Expendable (een van de eerste spellen met ondersteuning voor evironment-mapped bump mapping).
Q: Where exactly in the game did you use true Environment-Mapped Bump Mapping to create special effects?
A: "We used it all the way through the game - from the first screen to the last, and virtually everywhere in between. We already had lots of special effects anyway, and it basically just added more to the whole thing. There will usually be an EMBM special effect somewhere on a screen anywhere in the game!"
Q: What where these special effects and how did the Millennium G400 make them look?
A: "We used the EMBM for metal surfaces, which looks really nice. We also added extra detail to some of the levels, where we thought detail was a little lacking. I changed the way some of the special effects for the shields and energy fields work, to give them a weird liquid look.
But, the crowning glory was definitely our water. This was more of an accident than a well-planned, executed effect. We had really nice water in the game anyway, but I was playing around with some stuff, and I changed the wrong thing, and 'ping' the water had a bump map on it, but it wasn't the water's bump map. I saw that there was potential, so I kept at it and found a way of generating the water's bump map so that it looked good. I then applied it, animated it, alpha-blended it, did some spotlight tricks to make it shimmer and then put a sine wave into the scaling matrix for the height of the EMBM, and voila! The EMBM water effects still impress me now."
Lees 'm helemaal op de Matrox site.