Parallax problem, maybe a irrlicht bug?

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Justei
Posts: 47
Joined: Fri Aug 20, 2010 11:20 am

Re: Parallax problem, maybe a irrlicht bug?

Post by Justei »

serengeor wrote:Just made a quick test with your code + some other code to make it compile. Does it work for you and is this what you need?
Release.rar - 1.5 Mb

Move around with fps cam (was too lazy to position/rotate it myself :D )
Well, I got it to work like that :) problem was actually what the previous poster said. However I got it to work decently with normal mapping :P
Image
serengeor
Posts: 1712
Joined: Tue Jan 13, 2009 7:34 pm
Location: Lithuania

Re: Parallax problem, maybe a irrlicht bug?

Post by serengeor »

I see, well I can't be much of help here than, I think.
PS. One of the screens in the first post seams to be 1x1 size.
Working on game: Marrbles (Currently stopped).
Mel
Competition winner
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Joined: Wed May 07, 2008 11:40 am
Location: Granada, Spain

Re: Parallax problem, maybe a irrlicht bug?

Post by Mel »

take a look at the materialTypeParam. It controls the shifting of the parallax mapping. A value of 0.015 to 0.045 does the thing well. Also, make sure that the texture for the relief mapping has the normal in the color channels and the height in the alpha channel.
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
Lonesome Ducky
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Joined: Sun Jun 10, 2007 11:14 pm

Re: Parallax problem, maybe a irrlicht bug?

Post by Lonesome Ducky »

This is a well-known problem with parallax mapping. It's really not meant for shallow viewing angles, because the approximation it makes is almost always incorrect at angles like that. If you're willing to write your own shader for parallax, you can solve this problem by limiting the offset from parallax.
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