Hey guys,
greatel did great job implementing steep parallax mapping to BGE.
It picked my interest to look at other parallax techniques. I am also planning to implement relief mapping in near future…
But first… I noticed that old parallax mapping has a flaw called texture swim - when viewed from sharp angles - textures starts to distort… swim around surface. I kinda fixed that, not sure if i did right, but at least it works.
Also i messed around with UV and i came up with silhouette clipping - cheap technique, but effective.
Fragment Shader failed to compile with the following errors:
ERROR: 0:25: ‘+’ : wrong operand types no operation ‘+’ exists that take a left-hand operand of type ‘undefined interpolation 2-component vector of float’ and a right-hand operand of type ‘3-component vector of float’ <or there is no acceptable conversion>
I tested it with various textures and I found an excellent reason why this needs to be hardcoded, you need programming knowledge to change its intensity and you can’t scale the texture in the material settings.
This will be used a lot more if it can be hardcoded into Blender so it’s very accessable to artists who don’t have the time to mess with GLSL code.
to ops: i know i’m resurrecting an old thread, so shut up.
martinsh: that looks OK, but it’s not parallax occlusion. i found someone else’s parallax occlusion at http://blenderartists.org/forum/showthread.php?t=156019, however it runs slower than i expected (not sure if this can be avoided or not) and it falls apart at the edges too, just now it’s along the view xy plane, not the UV. i made my own texture to test it, and boy it’s bad at the edges. you know why this might be?
Be carefull with this parallax mapping, i try to open the file and when i pressed P, puf, the screen got black and after some seconds my windows informed me that my video card crashed!
Not the martinsh one the linked one by blendmaster.
It doesn’t work on my ATI card. It runs OK ,the planes stay textured and normal-mapped, but no effect occurs. Oddly enough, your earlier “relief map” file did. I wonder what the difference was.
P.S. This Twilight22 is really going to be something, isn’t it?
Hey!
That parallax shader worked for me like 2 seconds and then crashed my GPU driver.
well from what I saw in these 2 seconds, it looked OK.
I see what I can do with the shader to make it work properly and faster.
Also the shader in first post is parallax mapping not parallax occlusion mapping. Both are very different in terms of technique.
i am aware they are different in implementation, but they’re fairly similar in what they do. the only thing that differs in a parallax occlusion from straight parallax is that occlusion deletes pixels that are out of view, instead of just squishing them.
and seriously? your gpu driver crashed? i hope only blender was affected