parallax occlusion mapping
ive currently got a book shaderx3, i was wondering if you had this book also.
i tried to implement parallax occlusion mapping using reverse height map
tracing but it only half works, ive done something wrong.
ive got basic parallax mapping to work... but this new method looks so much
better ive got to do it.
if you know how this technique works, and you are willing to aid me give me a
post and ill put my code on for you to look through.
one part that confused me is they use the position of the vertex as the eye
vector and that doesnt seem right at all, so i use the eye vector.
also im only on shader 2.0 so i had to reduce the number of height map samples
from 8 to 5... other than that i copied the code exactly.
any hints would be appreciated.
what ive got is that it looks like its working but seems to displace the
texture too far closer to perpendicular... and it doesnt seem to go in the
right direction at times. help please...
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