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Shaders and glOrth/gluPerspective

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I've implemented relief mapping using shaders I found online and whilst it works fine for the set up the code has, I need to change it, and this causes weird artefacts.

At the moment the example is using gluPerspective and is using the following values to send to the vertex shader

GLint loc_eyePos = glGetUniformLocation(p, "Eye");
GLint loc_tangent = glGetUniformLocation(p, "Tangent");
GLint loc_normal = glGetUniformLocation(p, "Normal");
GLint loc_binormal = glGetUniformLocation(p, "BiNormal");

glUniform4f(loc_eyePos, 0.0f, 0.0f, 0.0f, 1.0f);

glUniform4f(loc_tangent, 1.0f, 0.0f, 0.0f, 0.0f);
glUniform4f(loc_normal, 0.0f, 0.0f, 1.0f, 0.0f);
glUniform4f(loc_binormal, 0.0f, 1.0f, 0.0f, 0.0f);

However I am mapping textures onto a pyramid and thus need to use glOrtho to preserve how the geometrical model looks in the texture-model. However when I change it to glOrtho it doesn't look right and gives weird artefacts.

I am unsure but I think it may have something to do with the above vector values since the example said that "they are specific to the example".

Does anyone have any ideas?

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