Quote:For polygons in a complete mesh, there is no problem if a bump from one triangle comes into the area corresponding to another triangle. The above screenshot with the quad is proof of it as the quad is actually two triangles. The problem is at triangle edges but only those edges which are at the object's silhouette. For the rest of triangles the neighbouring triangles will handle the "spilled" bumps.
mh yes, you're right, it should work if the face normals are interpolated for each fragment (and that'd be the case). then it works well for any mesh, except on the mesh screenspace boundaries as you said, but that's without alpha test.
Quote:I don't think setting alpha to 0 and then using alpha test will solve it because if it works at the silhouette, it will break when both the tris sharing the edge in the silhouette are visible. More info needs to be stored.
I think it would work pretty nicely, if you set to 0, as I said two posts above, only the pixels that don't fall into the virtually displaced mesh, and these pixels exist _only_ on the mesh silhouette, not when the two tris are visible, I mean, you won't have transparent pixels right in the middle of a surface between two connected faces, only on the silhouette.