I have searched the forums and didn't find any mention of it, is it possible to implement in Irrilicht?
I have fragment and vertex shader GLSL code for it and I would like to add it to a project of mine.
Relief Mapping in Irrilicht
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Lonesome Ducky
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Isn't relief mapping something really similar to parallax mapping? Irrlicht supports that natively.
irrRenderer 1.0
Height2Normal v. 2.1 - convert height maps to normal maps
Step back! I have a void pointer, and I'm not afraid to use it!
Height2Normal v. 2.1 - convert height maps to normal maps
Step back! I have a void pointer, and I'm not afraid to use it!
Re: Relief Mapping in Irrilicht
try to check out example 10 http://irrlicht.sourceforge.net/docu/example010.htmlViking86 wrote:I have fragment and vertex shader GLSL code for it and I would like to add it to a project of mine.
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Thank you all for your answers, and now for another question 
I've read through the tutorial and found that the pixel/vertex shaders are relatively easy to add. However, relief mapping uses 2 textures, one of them being an ordinary texture, the other being a heightmap. From what I've read there is no material type with those characteristics.
How do I define a new material without using any pre-existing type?
Or just how to give the shader the required texture ?
I've read through the tutorial and found that the pixel/vertex shaders are relatively easy to add. However, relief mapping uses 2 textures, one of them being an ordinary texture, the other being a heightmap. From what I've read there is no material type with those characteristics.
How do I define a new material without using any pre-existing type?
Or just how to give the shader the required texture ?
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vectorcorpse
- Posts: 86
- Joined: Thu Feb 14, 2008 7:30 pm
- Location: Portugal
found this by chance
http://blenderartists.org/forum/showthread.php?t=156062
and i thinks it is interesting specially the pixel displacement getting outside the geometry looks like something between irrlicht parallax and devsh geometry shader but without messing with the geometry thus not requiring anything other than shader model 2.
the author has an example with the shader included
http://blenderartists.org/forum/showthread.php?t=156062
and i thinks it is interesting specially the pixel displacement getting outside the geometry looks like something between irrlicht parallax and devsh geometry shader but without messing with the geometry thus not requiring anything other than shader model 2.
the author has an example with the shader included