NV10.net blijft interessant: veel mensen vragen zich af over de NV10 ondersteuning heeft voor bumpmapping. Het antwoord blijkt enige dagen gegeven te zijn in het Siggraph '99 artikel van Gamasutra:
Another demo showed some new technology that may be included when this board ships (according to Nvidia's personnel, before Christmas). It showed an OpenGL logo texture mapped onto a quadrilateral, and the application of some nice bump-mapping. The way they achieve this is quite interesting: to get per-pixel, good looking bump-mapping, Nvidia plans to store per-pixel surface normals as an RGB texture map which encodes the XYZ triplets. Then a new texture blending mode will be added to OpenGL's existing multi-texturing capabilities. This new mode will dot-product two vectors (the normal stored in the texture and a light vector), and modulate (multiply) underlying layers according to the result. This way, Nvidia can provide a great way to evaluate the classic Lambert formula for diffuse lighting (which, in case you're interested, is I diffuse = Color surface * Color light * k diffuse * (N·L)).