OpenGL/DirectX differences...
OpenGL/DirectX differences...
It seems that the materials can be changed and are visable on billboards in OpenGL, but it is ineffective in DirectX. Does anyone know why?
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Since we are talking about OpenGL/DirectX differences I will tell you my little encounter
I doubt that it is a bug, but it is a little interesting. When you look at the PerPixelLighting example included in the SDK you have a choice of using normal textures, bit mapping, or parallax mapping. If you choose to look at the parallax mapping in DirectX8/9 you will see that the walls have depth to them, and light reflects off of the individual "bricks" but when you look at it in OpenGL then the bricks have less definition, they stick out less.
I have a feeling it is just how OpenGL and DirectX handles parallax mapping but it is an interesting difference. Take a look sometime.
I doubt that it is a bug, but it is a little interesting. When you look at the PerPixelLighting example included in the SDK you have a choice of using normal textures, bit mapping, or parallax mapping. If you choose to look at the parallax mapping in DirectX8/9 you will see that the walls have depth to them, and light reflects off of the individual "bricks" but when you look at it in OpenGL then the bricks have less definition, they stick out less.
I have a feeling it is just how OpenGL and DirectX handles parallax mapping but it is an interesting difference. Take a look sometime.