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y'know what... I think it might be broken

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Ladies and Gentleman... I present to you... Parallax Mapping With Offset Limiting:



Well, okay... maybe not. I think you'll agree that it's a tiny bit broken [lol]

I think I know why, so I'll post a better shot tomorrow I hope. The above was just so colourful I had to post it somewhere.
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I think you might be on to something maaaan *tokes joint* I mean this could be the next big thing in real time graphics *tokes joint again*....wow the colors maaaan...the colors...

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[wow] MY EYES!!!
Sorry!
Quote:
I mean this could be the next big thing in real time graphics
[lol] It's even better when animated. That image is a single frame from a movie - when played back properly it has some strange oscillation/pulsing pattern to it as well...

Cheers,
Jack

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Is this the version that implements a small ray caster in the pixel shader (relief mapping i think ?), or is it the simple sample-heightmap-then-displace-tex-coords trick ?

I experimented the second one but found it looked fugly with anything other than "demo textures", you know, textures that behave well in demos but do not represent what you have in a real program/game.

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That image is supposed to be the offset-limited parallax mapping, not the ray-tracer style relief mapping.

It's an interesting point about it being good for demo's but not so in production; but I can't really go into that one in the context of my book. I have seen some modifications to FarCry (I think) that implemented either Relief or Parallax mapping and it did look very good.

Quote:
It looks to me like the offset is not limited...
Which is funny given it's suppose to be the "offset limited" algorithm [lol] I'm inclined to agree - I think I mistakenly set up my code to scale by 20.0 instead of 0.2 (or less), thus it's just tiling/repeating the texture in crazy ways...

We'll see when I have another look this evening.

Cheers,
Jack

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