Just curious on one of the big wants for GE is parallax and bump/normal mapping for fake displacemet detail…
Has anyone tried it yet ?
http://graphics.cs.brown.edu/games/SteepParallax/ real time baby~! Sooon Soonn no more rendering on cpu
Just curious on one of the big wants for GE is parallax and bump/normal mapping for fake displacemet detail…
Has anyone tried it yet ?
http://graphics.cs.brown.edu/games/SteepParallax/ real time baby~! Sooon Soonn no more rendering on cpu
That looks pretty cool! Not sure if this is already possible with current GLSL integration.
Snailrose?
/**
SteepParallax.glsl.vrt
Morgan McGuire 2005 morgan @cs.brown.edu
*/
in the code below of that page there are some like… well, glsl.vrt I don`t know about graphics programming, so what does that mean? is glsl used in that code of steep parallax? if yes why is not implemented yet?
I`m just curious
Not quite yet, shaders still need access to the Tangent matrix for this or bump mapping to be possible.
well
Anyway , we have new features ;), thanks again 8)
Am, sorry, but what does that mean exactly? What kind of Shaders are possible, and which not? I just ask, because i try to understand all that Shader Stuff, and i don’t want to run into a Dead-End.
Maybe i find a cool GLSL Shader somewhere, can i recognize if it will wok in 2.41?
Thanks,
Doc