Post those lines of code you feel like sharing or find what you require for your project here; or simply use them as tutorials.
dlangdev
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by dlangdev » Wed Oct 29, 2008 7:27 pm
After playing around with the code, here's what I got so far. Not pretty at the moment, tho.
Parallax Occlusion Shader Demo. First run.
Looks like the pixel is being pushed at a different axis.
Last edited by
dlangdev on Wed Oct 29, 2008 7:29 pm, edited 2 times in total.
Halifax
Posts: 1424 Joined: Sun Apr 29, 2007 10:40 pm
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by Halifax » Wed Oct 29, 2008 7:28 pm
Just curious...you know that shader requires a DX10 card or greater that supports GL_EXT_gpu_shader4, right?
So you could still work on implementing your own. I wouldn't say, in this day, that using the geometry shader is the best choice. So you could still give it a go, if you wanted.
TheQuestion = 2B || !2B
dlangdev
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by dlangdev » Wed Oct 29, 2008 7:32 pm
I'm testing on an XP SP3 with a Geforce 8500 at the moment. Looks OK so far.
Hmm, maybe not...
dlangdev
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by dlangdev » Wed Oct 29, 2008 7:42 pm
Here's another test...using GLSL code.
dlangdev
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by dlangdev » Wed Oct 29, 2008 9:51 pm
Here's another try...parallax occlusion mapping glsl.
dlangdev
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by dlangdev » Wed Oct 29, 2008 10:01 pm
Getting closer.
Parallax Occlusion Mapping in GLSL
dlangdev
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by dlangdev » Wed Oct 29, 2008 10:29 pm
dlangdev
Posts: 1324 Joined: Tue Aug 07, 2007 7:28 pm
Location: Beaverton OR
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by dlangdev » Wed Oct 29, 2008 11:02 pm
Hmmm, this one reminds me of Omaremad's bump-n-heightmap tool. Looks like I need to send him a PM.