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Re: HLSL Parallax Mapping
[Re: Rhuarc]
#34761
10/13/04 08:00
10/13/04 08:00
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Joined: Sep 2004
Posts: 1,214 Austin, Texas
Josh_Arldt
Senior Developer
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Senior Developer
Joined: Sep 2004
Posts: 1,214
Austin, Texas
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I have tried it and all I see are big black lines going across the camera. Kind of like the models mesh is skewed across the level. My card supports it too. So I wonder what the problem is?
Last edited by humansandbag; 10/13/04 08:06.
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Re: HLSL Parallax Mapping
[Re: M3PHiSTOPH3L3S]
#34762
10/13/04 09:56
10/13/04 09:56
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Joined: Dec 2003
Posts: 1,097 Maryland, USA
Steempipe
Serious User
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Joined: Dec 2003
Posts: 1,097
Maryland, USA
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I have not had time to play with your shader. I have an offset(parallax)bumpmapping effect that is working for the most part, but needs tweaks. One thing, and the only thing, that jumps out at me is this: In the Vertexshader inputs, Quote:
struct VS_INPUT_STRUCT { float4 position : POSITION; float3 tangent : TANGENT; float3 normal : NORMAL; float3 texcoord0 : TEXCOORD0; };
We are given the tangent in TEXCOORD2 (consult the TXT file that comes with our updates). So I would probably start by making it compliant that way:
struct VS_INPUT_STRUCT { float4 position : POSITION; float3 normal : NORMAL; float3 texcoord0 : TEXCOORD0; float3 tangent : TEXCOORD2; };
I know, I know... sometimes it does not seem to matter what FVF type of stuff we shove in. But, sometime's it does.
Then maybe look at lighting things and the direction, maybe negate something.
Hope something helps or produces other ideas!
Eric
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Re: HLSL Parallax Mapping
[Re: Andreas_F]
#34764
10/14/04 00:56
10/14/04 00:56
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Joined: Oct 2003
Posts: 151 Watseka, Illinois
M3PHiSTOPH3L3S
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Watseka, Illinois
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Thank you all for trying to figure this out. When I get home I'll try messing with it some more. BTW, Steampipe, if you dont mind can you post your parallax shader? I'd be interested in seeing anything like this work, and also does it work on level geometry?
M3PHiSTO
"you give me the reason, you give me control, i gave you my purity, my purity you stole, did you think i wouldn't recognize this compromise? am i just too stupid to realize?" - Trent Reznor (NiN)
Yahoo Messager ID: SHATT3R3DFA1TH
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Re: HLSL Parallax Mapping
[Re: Steempipe]
#34768
10/15/04 23:25
10/15/04 23:25
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Joined: Oct 2003
Posts: 151 Watseka, Illinois
M3PHiSTOPH3L3S
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Well I've tried just about everything now and nothing seems to work. I thought of something that I probably did wrong though. I tried calculating the inverted world matrix by matWorld * -1 ... something tells me that might be whats wrong. I'm at work now so I cant really try fixing it now, but is this the wrong way to calculate the inverse world matrix? If so, can someone tell me how to do this right? Thank you in advance.
M3PHiSTO
"you give me the reason, you give me control, i gave you my purity, my purity you stole, did you think i wouldn't recognize this compromise? am i just too stupid to realize?" - Trent Reznor (NiN)
Yahoo Messager ID: SHATT3R3DFA1TH
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Re: HLSL Parallax Mapping
[Re: Matt_Aufderheide]
#34770
10/16/04 00:14
10/16/04 00:14
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Joined: Oct 2003
Posts: 151 Watseka, Illinois
M3PHiSTOPH3L3S
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ty,ty,ty!!
i haven't been able to try it, but thats probably what it is! When i get home I'll try to set it up properly and release a demo (keeping fingers crossed).
M3PHiSTO
"you give me the reason, you give me control, i gave you my purity, my purity you stole, did you think i wouldn't recognize this compromise? am i just too stupid to realize?" - Trent Reznor (NiN)
Yahoo Messager ID: SHATT3R3DFA1TH
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