Parallax Mapping!
- twilight17
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Parallax Mapping!
Well I was messing around with Irrlicht, and saw this demo:
It looked REALLY awesome, and I think Ogre should have some sort of Parallax mapping, its WAY better than bum mapping, IMO.
It looked REALLY awesome, and I think Ogre should have some sort of Parallax mapping, its WAY better than bum mapping, IMO.
- IFASS
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It's already (a long time) supported, just make the appropriate shader for it
For example: http://www.ogre3d.org/phpBB2/viewtopic. ... ter+shader
For example: http://www.ogre3d.org/phpBB2/viewtopic. ... ter+shader
- twilight17
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oh wow! thats awesome, thank you! Ill use thatIFASS wrote:It's already (a long time) supported, just make the appropriate shader for it
For example: http://www.ogre3d.org/phpBB2/viewtopic. ... ter+shader
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There's already one in the demos. Open Demo_BumpMapping, change model to the head (or the knot), then change the material a few times until 'Offsetmapping' comes up.
For info, Ogre was one of the very first engines to demonstrate parallax (offset) mapping, before Irrlicht and even before UE3 As others have said, it's getting a bit old now, parallax occlusion mapping is better and you can even have self-shadowing on SM3 hardware. Read ShaderX or GPU Gems.
For info, Ogre was one of the very first engines to demonstrate parallax (offset) mapping, before Irrlicht and even before UE3 As others have said, it's getting a bit old now, parallax occlusion mapping is better and you can even have self-shadowing on SM3 hardware. Read ShaderX or GPU Gems.
- twilight17
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hmm thats weird.. i cant seem to find the bump mapping demo, is it in the OgreSDK package? or do I have to download the demos?sinbad wrote:There's already one in the demos. Open Demo_BumpMapping, change model to the head (or the knot), then change the material a few times until 'Offsetmapping' comes up.
For info, Ogre was one of the very first engines to demonstrate parallax (offset) mapping, before Irrlicht and even before UE3 As others have said, it's getting a bit old now, parallax occlusion mapping is better and you can even have self-shadowing on SM3 hardware. Read ShaderX or GPU Gems.
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