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Re: Check This Out - Parallax Mapping
[Re: Pappenheimer]
#34803
11/27/04 19:45
11/27/04 19:45
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Joined: Dec 2003
Posts: 1,097 Maryland, USA
Steempipe
Serious User
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Serious User
Joined: Dec 2003
Posts: 1,097
Maryland, USA
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In the process of making it more applicable with Matt A's Ultimate Light Shader. I would like to achieve some consistancy and ease of integration between the 2 shaders. The lights and level suck, but it is easier to see what is happeneing when things are exaggerated. I am also working out some texcoord things. There are (2) dynamic lights, kind of red and yellowish. Matt's PP lighting is the wood, the parallax is the stone. They grab lighting from the same sources.
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Re: Check This Out - Parallax Mapping
[Re: EX Citer]
#34808
12/05/04 06:28
12/05/04 06:28
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Joined: Oct 2003
Posts: 151 Watseka, Illinois
M3PHiSTOPH3L3S
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OP
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Joined: Oct 2003
Posts: 151
Watseka, Illinois
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@Steempipe: When you get this implemented all the way you might also try converting it from parallax to relief mapping since parallax mapping only offsets coordinates by an approximation(the reason why deformations happen at strange view angles) while relief mapping offsets coordinates properly. This would yield much more accurate results. I'll do a search for the whitepaper for relief mapping and post it incase you or anyone else is interested.
[EDiT] There is an implementation for OGL at cgshaders.org, but it comes with a PDF that explaines the formulas used which could be useful for porting to DirectX 9c. Unfortunatley you'll have to download the source and all to get the PDF. Anyways its here: http://cgshaders.org/contest/#reliefmapping
M3PHiSTO
Last edited by M3PHiSTOPH3L3S; 12/05/04 06:43.
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Re: Check This Out - Parallax Mapping
[Re: Steempipe]
#34810
12/05/04 07:04
12/05/04 07:04
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Joined: Oct 2003
Posts: 151 Watseka, Illinois
M3PHiSTOPH3L3S
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Joined: Oct 2003
Posts: 151
Watseka, Illinois
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Since I tried getting it to work the first time, I have reinstalled windows and have been moving recently, but I did start messing with it again. I'm thinking of scrapping my code and starting from scratch again. Maybe even try the relief mapping instead. LOL converting hlsl has been a pain compared to converting asm, but I finally bit the bullet and started reading some tutorials on writing shaders. Still seems greek to me though.
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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