Parallax Mapping demo
@rodzilla: yes,but it's very easy! and think that this is the first time i use it :D
I liked your demo so I played with it a bit more. Having flipped the heightmap so the parallax mapping worked correctly I noticed a small bug in the normal mapping. The y value of the normal vector retrieved from the map needs to be multiplied by -1 in the shader in order for things to work properly. If you look very closely, you'll notice that when the light is below bricks the top of the bricks are lit but the bottom remains dark. In this particular case it doesn't really stand out because it gives the impression that the bricks are in fact shadowing one another but having read the shader source I don't think that was your intent, so I just wanted to let you know in case the problem came up again while you were working with something else. Once again, a nice demo. I must get around to programming one of these.
I just went in to paint and flipped the heightmap, saved and ran it until the seams lined up with the shading.
1.the cg version does not show nothing.
2.paraallax and bump map modes render preety strange images:
image 1
image 2
image 3
and that is how it works on ati radeon 8500...
2.paraallax and bump map modes render preety strange images:
image 1
image 2
image 3
and that is how it works on ati radeon 8500...
Dolphins - The sharks of the sea.
ah, i've thought that bumpmaping does not require fragment programs.[embarrass]
never mind then.
never mind then.
Dolphins - The sharks of the sea.
Quote: Original post by happybara
ah, i've thought that bumpmaping does not require fragment programs.[embarrass]
never mind then.
Parallax mapping does (AFAIK).
BTW isn't there support for fragment programs in the 8500 ? Not the ARBfp ones but some proprietary ATI stuff ?
SaM3d!, a cross-platform API for 3d based on SDL and OpenGL.The trouble is that things never get better, they just stay the same, only more so. -- (Terry Pratchett, Eric)
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